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A BaSIC Bestiary
A BaSIC Bestiary Version 2009-08-23
Notice This bestiary presents “generic” creatures for the Chaosium BASIC system (AKA the Basic Role Playing System ). The creatures are thus compatible with other related systems including Call of Cthulhu , RuneQuest, Stormbringer , Elric! , Hawkmoon, and the French language BaSIC, le jeu de rôle de base. It was inspired in particular by Runemasters and the Rainbow Mountains [Monts Arc-en-ciel] (two supplements for RuneQuest), even if some license was taken with the data provided there. Note that this bestiary does not reproduce any of the characteristics of beings specific to the settings of Lovecraft, Stafford, or Moorcock, found respectively in the games Call of Cthulhu , RuneQuest, and Elric!/Stormbringer/Hawkmoon.
Copyright L'Appel de Cthulhu and Cthulhu 90 are copyright [édités par] Jeux Descartes: http://www.jeux-descartes.fr
RuneQuest , , Le Maitre des Runes , Les Monts Arc-en-ciel also Elric and Hawkmoon all copyright [édités par] Oriflam: http://www.editions-oriflam.com
BaSIC, le jeu de rôle de base is published by Casus Belli under licence from Multisim: http://www.casusbelli.c http://www.casusbelli.com om http://www.multisim.com http://www.multisim.com The Basic Role Playing System is the property of Chaosium: http://www.chaosium.com; http://www.chaosium.com; also see http://www.basicrps.com http://www.basicrps.com
You are authorized and even encouraged to steal the information contained contained in this document. Glory to the BaSIC system! The BaSIC system is great! And Chulhu is its prophet! No copyright infringement is intended by this effort.
This Bestiary is the work of Antonéus http://www.chez.com/antoneus Translated from the French by Stephen Posey [email protected]
1: General Information Format of the Creature Descriptions The creatures are presented in the common BRP format. The average values of the characteristics are indicated and are used as the basis for calculating the derived values (Hit Points, Magic Points, etc). Skills indicated are only suggestions, corresponding to an “ordinary” individual. Of course, more or less capable individuals will exist. Weapons and armor are also provided as suggestions. The creatures are classified into three categories: •
•
Animals: This category covers beings known to be living on Earth at the present time. Fantastic Creatures: This category covers many
creatures common to fantasy-medieval RPGs, and includes dinosaurs and other prehistoric beasts. •
Humanoids: This category covers creatures
suitable for incarnation as Player Characters. Their skills are not explicitly detailed because the skill lists and bases vary among BaSIC , Call of Cthulhu, and RuneQuest. On the other hand, some preferred skills are indicated in brackets by way of suggestion. Some abbreviations used, in addition to the usual abbreviations for characteristics: HP Hit Points MP Magic Points DB Damage Bonus ½DB One Half Damage Bonus MOV MOVement VIR VIRule VIRulence nce (also (also called called POTenc POTencyy in Call of Cthulhu)
Cross Species Comparisons of Characteristics Comparative Scale of STR Creature
STR
Average
Spirit None None Cat 1D3 2 Dog 2D6 7 Human 3D6 10-11 Wolf 2D6+6 13 Lion 2D6+12 19 Brown Bear 3D6+15 25-26 Horse 4D6+18 32 Buffalo 4D6+24 38 Black Rhinoceros 6D6+24 45 African El Elephant 6D6+36 57 There’s little point in rolling more than 6D6 to determine the STR of a creature. In any event, the characteristics are not linear: a creature with a STR of 40 is much more powerful than two creatures having STRs of 20. Furthermore, 6D6 takes a long time to roll and add. A creature without STR cannot act physically on the material world. It cannot use Agility or Manipulation skills. Comparative Scale of CON Creature
CON
Average
Zombie Cat Human Brown Bear Buffalo Black Rh Rhinoceros African El Elephant
None 2D6 3D6 2D6+6 2D6+9 3D6+12 3D6+18
None 7 10-11 13 16 22-23 28-29
A BaSIC Bestiary There’s little point in rolling more than 3D6 to determine the CON of a creature. Note that at a certain point, the CON of an animal corresponds more or less to half its SIZ. Certain creatures do not have a CON score. These are beings having no real metabolism, such as golems. A creature without CON is immune to poison, diseases, and to other effects affecting CON. Such creatures never grow fatigued. If the creature possesses Hit Points, they will generally be calculated from its SIZ. To “heal” (actually repair ) a creature without CON (i.e. to give it back lost Hit Points), it is generally necessary to use an appropriate Craft skill rather than First Aid, and to use spells of Repair rather than spells of Healing. Creatures of this type are often immune to certain types of damage (such as that caused by firearms). Specifics are provided in the individual creature description. Comparative Scale of SIZ Creature
SIZ
Average
Spirit Cat 1 1 Dog 1D6+1 4-5 Wolf 2D6+1 8 Human 2D6+6 13 Lion 3D6+6 16-17 Brown Bear 3D6+15 25-26 Horse 4D6+18 32 Buffalo 4D6+24 38 Black Rhinoceros 6D6+24 45 African Elephant 6D6+42 63 There’s little point in rolling more than 6D6 to determine the SIZ of a creature. In any event, the characteristics are not linear: a creature having a SIZ of 40 is much more massive than two creatures of SIZ 20. Furthermore, 6D6 takes a long time to roll and add. Creatures without SIZ have no physical body, and are generally immune to physical damage. Generally, they cannot inflict any damage either. Don't forget that the SIZ of a creature is a function of its mass/weight, and not its length or volume! Appendix A includes a table correlating SIZ and mass/weight. Also don't forget that, in the most games related to BaSIC, very large or very small SIZ can influence other factors, such as attack rolls. Comparative Scale of INT Creature
INT
Average
Inanimate Object Normal Troll Normal Orc Human
None 1D6+3 1D6+6 2D6+6
None 6-7 9-10 13
Tolkienesqe Elf 3D6+6 16-17 There’s little point in rolling more than 3D6 to determine the INT of a creature.INT scores higher than 30 should probably be reserved for creatures possessing knowledge inaccessible to humans. Any being able to perceive its environment and act in consequence to that perception has INT, even if very limited. However, a score on INT is not specified for many creatures of this bestiary. These creatures can be considered to react primarily on instinct and to lack any sort of real intelligence or ability to reason. As such they cannot speak or use magic, unless such abilities are innate. The game RuneQuest provides a scale of INT for this type of creature, in the form of “Fixed INT”. Refer to that if desired. Comparative Scale of POW Creature
INT
Average
Inanimate Object None None Normal Troll 1D6+3 6-7 Normal Orc 1D6+6 9-10 Human 2D6+6 13 Tolkienesqe Elf 3D6+6 16-17 There’s little point in rolling more than 3D6 to determine the POW of a creature. POW scores higher than about 30 should be reserved for entities possessing high levels extreme/massive/overwhelming/disproportionate [démesurée] of magic ability. All living creatures have POW. Non-living beings [Les êtres “non-vivants”], such as Undead [morts-vivants], do not have a soul, and hence have no true POW score. If such creatures possess a POW score, it is “incomplete” and does not allow them to regenerate Magic Points (MP) in the normal fashion. On the other hand, such beings typically have some sort of special ability which enables them to steal MP from the world of the living (e.g. a vampire receives MP from drinking the blood of its victim). Their “POW” score reflects the maximum number of MP they can acquire in this fashion. Comparative Scale of DEX Creature
DEX
Average
Inanimate Ob Object Blob Turtle Pig, Buffalo Human Wolf, Horse
None 1 1D6 2D6 3D6 2D6+6
None 1 3-4 7 10-11 13
A BaSIC Bestiary Lion, Tiger 3D6+6 16-17 Cat, Falcon 3D6+12 22-23 There’s little point in rolling more than 3D6 to determine the DEX of a creature. DEX scores higher than about 30 should probably be reserved for entities possessing extraordinary swiftness and agility, such as beings composed of light or electricity. A creature without of DEX cannot move itself. It cannot use Agility, Stealth, or Manipulation skills. All the creatures of this bestiary have a Dodge skill of DEX × 2%. If another number is indicated among their skills, use that or use DEX × 2%, whichever score is higher. Comparative Scale of APP Creature
APP
Average
Disembodied Spirit None None Harpy 1D6 3-4 Orc 2D6 7 Human 3D6 10-11 Siren, Satyr 2D6+6 13 Dryad, Fairy 3D6+6 16-17 Incubus, Succubus 3D6+12 22-23 There’s little point in rolling more than 3D6 to determine the APP of a creature. APP scores higher than about 30 should probably be reserved for beings of transcendent beauty. Any creature perceptible using a physical sense has an APP score, even if one is not indicated. By default, consider that the APP of a creature to be 3D6. Appearance is a relative concept: a troll with 18 in APP will appear very beautiful in the eyes of other trolls, but it will still be ugly to a human. Certain creatures are so ugly that they have an APP of 0. This is the case for the majority of undead, such as zombies or ghouls. Comparative Scale of MOV Creature
MOV
Hobbit 6 Human 8 Wolf 10 Horse 12 Raven 14 Eagle 16 Calculating the Armor of a Creature In this bestiary, a creature’s armor rating is not determined arbitrarily, it depend on two factors:
2 4
Thick Leather Solid Wood
Shark Skin Crocodile Scales, Rhinoceros Skin 6 Solid Stone Turtle Scales 8 Solid Metal Dragon Scales • This information might be useful to a blacksmith character wishing to create armor from the skin or scales of a monster. • If the body of a creature is composed entirely of solid matter (as in the case of a golem or treeman), double the corresponding value. 2. The seco second nd facto factorr corres correspon ponds ds to the the number number of D6 of Damage Bonus for the type of creature. In effect, very large creatures are insensitive to weaker blows [damage les plus faibles]. Thus, a blow from a sword will have as little relative effect on a brontosaurus as a cat scratch has on a human. For example, a rhinoceros gets 4 points for its thick skin and 5 points for its average Damage Bonus which is 5D6, yielding 9 points of armor altogether. This total is valid for all representatives of the species, even those with a Damage Bonus other than average. Note that this is (more or less) the method implicitly followed by the creators of RuneQuest and of the Call of Cthulhu. If your game setting uses a die roll to determine armor value (e.g. Stormbringer or Hawkmoon), subtract 1 from the armor value, then refer to the Table of Demon Abilities or the Table of Chaotic Mutations to obtain the dice to be rolled. For example, our rhinoceros will have an armor of 1D10+1D6.
Creature Attack Modes Some creatures have several modes of attack (like Scratch and Bite). In the absence of information to the contrary, they can use one of these attacks in a combat round. If a creature has more than one attack per round, these attacks will normally be separated by 5 DEX ranks if you play Stormbringer/Elric! or Hawkmoon, or by 3 Strike Ranks (SR) if you play RuneQuest. Again in the absence of information to the contrary, the attacks may be directed against different adversaries as well as against only one.
1. First First is the the type type of skin skin the the creatu creature re posses possesses. ses. This This is is determined using the following table.
Below is a table showing a creature's basic Damage. Note that it is not particularly useful to make the basic damage very high; the Damage Bonus increases sufficiently quickly.
Armor
Material
Damage
Type of Attack
1
Thick Clothing Fur, Bison Skin
1D3 1D6
Cat Bite, Fist Punch Dog Bite, Claws, Fangs (most attacks)
Type of Protection
A BaSIC Bestiary 1D8 Wolf Bite 1D10 Tiger Bite 2D6 Crocodile or Shark Bite 3D6 Dragon or Enormous Shark Bite If you use this type of rule, you may say that Bite attacks do not cause knockback/inflict any retreat [n'infligent aucun recul]. On the other hand, a monster’s Bite attack inflicting more damage than the victim's SIZ score can allow the monster to swallow the victim whole [gober celle-ci], provided he is killed by the blow and the monster is sufficiently large Translator’s note: Why must the victim be killed by the blow?
Some attacks include injecting a poison. This will only occur if the corresponding attack penetrates armor, i.e. if at least 1 HP of damage is done to the target. Poisons seldom act instantaneously. There is a one minute minimum delay between the time of injection and when the poison takes full effect. During the interim the victim may take an antidote if he has one available. “Sweep Attacks”, like the Tail Strike of a brontosaurus, allow striking all adversaries within a 120° arc around the creature with a single blow. Moreover, the creature does suffer any penalty to its attack roll due to large SIZ, if you use this type of rule. A “knock down” attack is possible by opposing the STR of the creature against the STR or the SIZ (whichever is higher; quadrupeds resist as if they possess +4 points of STR) of its target on the Resistance Table. If successful, the attack unbalances the target and it must make a successful roll under DEX × 5 not to fall over. A monster can trample an adversary only if its SIZ is at least 10 points greater than that of its target. Moreover, the adversary must be on the ground. A Trample attack cannot be parried, but dodging remains effective.
2: Animals Baboon
Bison
These large monkeys live in bands organized around a group of dominant males. They will rarely engage in combat and always prefer to flee in the face of danger. They eat small animals, roots, and fruit.
These animals live in herds sometimes comprised of hundreds of individual animals. The males are aggressive and do not hesitate to charge.
Bears feed mostly on meat, but it also sometimes eats fruits, nuts, and berries. They are seldom aggressive but can become dangerous it they feel threatened, are hungry, or are protecting young.
25% 1D10+DB 40% 1D6+DB Note: A bear can attack twice per round, either with two claw hits, or a claw and a bite. Skills: Listen 75%, Climb 30%, Sense Prey 70% Habitat: Cold and temperate areas, with the similar
range as for humans.
12 30-31 10-11 +4D6
Damage
Bear, Brown
Characteristics: Char. Roll
MOV HP MP DB
The following characteristics are appropriate for a bull or a buffalo. These animals are usually peaceable but it is unwise to approach them. Characteristics : Char. Roll
Camel (Dromedary) This animal is the essential companion of desert dwellers. Thanks to its broad feet, it can walk on sand without sinking. The fatty hump enables it to go for
weeks without drinking or eating. They are robust and obstinate. Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ POW DEX
4D6+18 2D6+6 4D6+18 3D6 3D6 Armor: 3 points
32 13 32 10-11 10-11
10 23 10-11 +3D6
STR 3D6+3 C ON 3D6 SIZ 1D6+6 INT (1D6+3) POW 3D6 DEX 3D6+3 Armor: None Weapons: Attack Skill
Weapons: Attack Skill
Spit
MOV HP MP DB
Characteristics : Char. Roll
Damage
40%
look ridiculous [ridiculise] (-1D3 CHA/APP) Bite 25% 1D6 Kick 10% 1D6+DB Skills : Go Without Water 85%, Obstinate 60% Habitat: Arid Deserts. Note that all camels are
Attributes:
Average
13-14 10-11 9-10 (6-7) 10-11 13-14
MOV HP MP DB
6 10-11 10-11 None
Damage
Bite Club
25% 1D6 25% 1D6+DB Skills: Search30%, Climb 80%, Move in Trees 90% Habitat: Tropical Forests.
Crocodile
Cat
This frightening predator hides in the still waters of marshes and rivers. He and his relatives will devour anything they can. Supposedly crocodiles will not attack boats.
Graceful and independent, the cat is also a fierce predator, but presents little danger to creatures as large as a human.
Bite 40% 1D3+DB Claws 60% 1D2+DB Rend 80% 2D2+DB Skills : Move Quietly 90%, Dodge 70%, Climb 60%, Hide 80%, Sense Prey 50% Note: The cat can attack twice per round, either with two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim. Habitat: Anywhere where they can eat and take a nap.
Chimpanzee This ape is sufficiently intelligent to use simple tools. Although it is an excellent climber, it spends most of its time on the ground.
2D6+DB 1D6+½DB+KnockDown overthrow [renversement] Skills: Move Quietly 50%, Slip Silently into the Water 75%, Hide 60% Habitat: Jungles and marshes in hot regions.
Deer (Stag) Deer are very wary and avoid any confrontation. In general, they are fast and nimble enough to avoid predators and hunters. Females (called does) have no antlers. Characteristics : Char. Roll
STR C ON
3D6+6 3D6
Attributes:
Average
6-17 10-11
MOV HP MP
12 13-14 10-11
SIZ POW DEX
3D6+6 3D6 2D6+12 Armor: 1 point Weapons: Attack Skill
16-17 10-11 19
DB
+1D6
Habitat: Oceans.
Elephant Elephants are seldom aggressive: their imposing size is enough to dissuade most predators from attacking them. Even though they can be stubborn and seldom like to play, it is easy to teach them a few tricks because they are highly intelligent.
Dog The dog is well-known, as man's best friend. They are often friendly with strangers, unless they have been mistreated or were specifically raised to be guard or attack dogs. Wild dogs are more dangerous, though they seldom attack humans. Characteristics : Char. Roll
The characteristics shown here are those of the African elephant, which can exceed three meters (10 ft) in height at the shoulder [au garrot]. The Indian elephant has 6 points fewer in STR and in SIZ (damage 1D6+DB) but its Defense is better developed. The African Forest elephant, presumed extinct, which was used by Hannibal in his campaign against Rome, would have 12 fewer points in STR and SIZ. Characteristics : Char. Roll
50% 1D6 Skills: Listen 75%, Sense Something Interesting 90% Habitat: Everywhere humans are found.
Dolphin
Attributes:
Average
57 28-29 63 13 10-11
MOV HP MP DB
8 46 13 +6D6
Damage
Trunk 50% Grab Defense 25% 1D8+½DB Trample 50% 2D6+DB Note: An elephant will normally try to catch an adversary with its trunk. If it can, it will knock/throw its enemy to the ground/trip its enemy [il le renverse] and trample it. Its Defense is useful against adversaries too large to be trampled, such as another elephant.
This marine mammal feeds on fish. They are friendly towards humans and are very playful. If you decide that Cetaceans are intelligent in your game world, give them an INT of 2D6+6.
Habitat: Tropical Regions. Furred elephants, like the
Skills: Listen 80%, Sense Something Interesting 95%
wooly mammoth, can live the cold Areas
Goats are raised for their hair or their milk for making cheese. The ibex is a wild goat. Characteristics : Char. Roll
STR C ON SIZ POW
1D6+6 3D6 1D6+6 2D6
Attributes:
Average
9-10 10-11 9-10 7
MOV HP MP DB
10 10-11 7 None
DEX
2D6+6 Armor: None Weapons: Attack Skill
13
Bite 5% 1D6 Kick 5% 1D6+DB Trample* 25% 2D6+DB Note: * A horse will not trample an adversary unless it has been trained in this type of attack
Damage
Butt
30% 1D6+½DB Skills : Climb 40%, Detect Enemy 65%
Skills: Dodge 45%, Hide 25%
Habitat: Mountains, Plains.
Habitat: Nearly all horses have been domesticated and
so live near humans
Gorilla Gorillas mostly feed on plants. They are timid and only ask to be left in peace. Approach them too closely is not recommended, with their strength they can easily dismember a human. Characteristics : Char. Roll
Attributes:
Average
MOV HP MP DB
STR 4D6+12 26 C ON 3D6 10-11 SIZ 2D6+12 19 INT (1D6+3) (6-7) POW 3D6 10-11 DEX 3D6 10-11 Armor: 3 points (2 + 1 thick skin) Weapons: Attack Skill
Horse Unless trained for battle, most horses flee at the slightest threat, like combat or even a loud noise. The following characteristics are appropriate for typical riding or race [de somme] horses. To determine the characteristics of heavy horses which are trainable as war horses (destriers), roll 3D6+24 for STR and SIZ but only 3D6 for DEX.
Bite 40% 1D10+DB Claws 60% 1D6+DB Rend 80% 2D6+DB Note: The lion can attack twice per round, either with two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim.
Habitat: Mountainous Forests.
Average
Unlike other cats, lions gather in groups (called prides) to hunt. In fact, it is the females who typically venture out to flush out prey. The males find it sufficient to bring down the quarry brought back by the lionesses, if need be.
Weapons: Attack Skill
Damage
Bite Fist
Characteristics : Char. Roll
Lion
12 21-22 10-11 +3D6
Skills: Hunt in Group 25%, Sense Prey 50% Habitat: Hot Regions, Savannahs.
Llama The llama is as stubborn as its larger cousin, the camel. They live high altitude regions. Although a little small to serve as as a useful mount, they can prove very useful as a pack animal for those wishing to travel in high mountain ranges. Characteristics : Char. Roll
STR C ON SIZ POW DEX
3D6+6 2D6+6 3D6+6 3D6 3D6
Attributes:
Average
16-17 13 16-17 10-11 10-11
MOV HP MP DB
10 15 10-11 +1D6
Armor: 1 point (wooly fleece)
Armor: 2 points (1 + 1 Scales)
Weapons: Attack Skill
Weapons: Attack Skill
Spit
Damage
40%
look ri ridiculous[ridiculise] (-1D3 CHA/APP) Bite 25% 1D4 Kick 10% 1D4+DB Skills : Climb 40%, Obstinate 60%, Live at High Altitude 85% Habitat: Mountains.
Bite Claws
40% 1D8+DB; 25% 1D6+DB Skills: Climb 40%, Sense Prey 60% Habitat: Hot Regions.
Mule A mule is obtained by crossing a male donkey and a (female horse). It is smaller than a horse, but also more robust and calmer.
Lynx The lynx has an aggressive temperament. Fortunately, it is too small to represent a true danger to a healthy human.
Bite 40% 1D4 Claws 60% 1D3+DB Rend 80% 2D3+DB Note: The lynx can attack twice per round, either with two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim.
Attributes:
Average
26 13 26 10-11 13
MOV HP MP DB
10 20 10-11 +2D6
Damage
Bite 5% 1D6 Kick 5% 1D6+DB Trample* 25% 2D6+DB Note: * A mule will not trample an adversary unless it has been trained in this type of attack. Skills: Dodge 45%, Hide 25% Habitat: Anywhere horses and donkeys are found.
Skills: Move Quietly 90%, Climb 60%, Hide 80%, Sense
Octopus, Giant
Prey 50% Habitat: Cold or Temperate Regions.
This enormous mollusk can grow to nearly 6 meters (20ft) in length. Although it might attack a human, it prefers smaller and less dangerous prey.
Monitor Lizard, Large (Komodo Dragon)
Characteristics : Char. Roll
This great lizard can reach three meters (10 ft) in length and can weigh more than 100kg (200lbs). They are found only on a few Indonesian islands. Although it has a huge appetite, it is not very dangerous to humans.
MOV MOV 2/6 2/6 (sw (swim im)) HP 17 MP 10-11 DB +2D6
Damage
Tent Tentac acle le 45% Enta Entang ngle le,, DB DB ifif 2 tent tentac acle less [saisit, dégâts MD si 2 tentacules] Bite 45% 1D10+DB
Translator’s Note: unclear what was intended for the relationship between the number of tentacles and the Damage caused. Note: The octopus can make eight simultaneous attacks
using its eight tentacles. If at least two tentacles enclose the same target, the octopus inflicts constriction damage each round, and can also try to bite. To escape, the target must succeed in a STR vs.STR contest.
Bite 40% 1D10+DB Claws 60% 1D6+DB Rend 80% 2D6+DB Note: The panther can attack twice per round, either with two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim. Skills : Move Quietly 90%, Climb 60%, 80%, Sense Prey
50%
Skills : Hide 70%
Habitat: Forests and Plains in Hot Regions. There are
Habitat: Oceans.
also snow leopards.
Ostrich
Pig, Wild (Wild Boar)
The ostrich is the largest bird in the world. A healthy adult can weigh more than 150 kg (330lbs). Contrary to legend; an ostrich flees when threatened and does not insert its head in the sand. If one were ever to do so, it would be checking on the status of its eggs or protecting them from rodents.
These animals are very common in certain parts of the world. They are usually rather shy, but females will vigorously defend their young.
This smaller cousin of the horse does not exceed 1m 20cm (4ft) in height. They cannot transport an individual whose SIZ is greater than its STR or SIZ.
This predator hunts by hiding in preparation to leap upon its prey. It is very fast and can chase them for short distances.
This is a non-poisonous snake of almost eight meters (25 feet) in length. It wraps itself quickly around its prey and constricts to suffocate it. By taking its time, it can swallow any creature whose SIZ is less than or equal to its own.
Constriction 30% DB + asphyxiation Note: If the snake surprises its target, it can capture it automatically. To escape the coils, the victim must overcome the snake’s STR with its own on the Resistance Table. A victim can keep a limb free from the coils when first captured by the python if a roll under the victim’s DEX × 3 is successful. Skills: Climb 90%, Move Quietly 90%, Hide in Cover
75% Habitat: Tropical Forests, Marshes.
Raptor (Bird of Prey): Falcon, Owl, etc The following characteristics can be used for most raptors or birds of prey. These animals are easily raised for hunting. Characteristics : Char. Roll Average
Bite (Beak) 45% 1D4+DB Claws 45% 1D3+DB or clutch Note: If the bird manages to clutch an adversary using its Claws, it can then attack using its beak with +50% to the Bite skill.
Rhinoceros Powerful and solid, the rhinoceros is also highly irascible. They will charge vehicles such as cars or trucks, as readily as the vehicle’s passengers. They do not hesitate to charge at vehicles such as cars or trucks, likewise with their [ainsi qu'à leurs] passengers [Il n’hésite pas à s’en prendre aux v éhicules comme les voitures ou les camions, ainsi qu’ à leurs passagers. ].
The following characteristics are for an African Black Rhinoceros. The White Rhinoceros is somewhat larger, but is also less aggressive; it has 6 additional points in STR and SIZ but is otherwise the same. Characteristics : Char. Roll
Shark These fish are dangerous animals that do not hesitate to attack humans. They can detect the odor of blood in the water at a distance of several hundred meters (yards). The species described below measures from 2 to 3 meters (6 to 10 feet) in length. For a great white shark, double STR, CON, and SIZ, and raise its bite damage to 3D6+DB. Characteristics : Char. Roll
Small Animal: Bat, Raven, Toad, Rat, etc. Unless very numerous, these animals do not represent a threat. They are often employed as familiars by sorcerers and witches of various sorts. See also Rat Swarm Characteristics : Char. Roll
STR C ON SIZ POW DEX
1 1D6 1 1D6 3D6+6 Armor: None Weapons: Attack
Skill
1 3-4 1 3-4 16-17
MOV HP MP DB
Attributes:
MOV 10 (Run), 2 (Swim) HP None* * But (a successful attack killing)/ (consecutive attacks against) one or more rats causes the rest of the swam to flee [aucun, mais une attaque réussie tue systématiquement un ou plusieurs rats et fait fuir le reste du groupe]. MOV: Weapons: Attack
Attributes:
Average
them as individual animals, which would take far too much time, you can manage the rats in groups using the following characteristics.
variable 2-3 3-4 -1D6
Skill
Damage
Multiple Bites Number of swarms of 1D3 (one attack per swarm of rats × 5% rats) [score de compétence égal
au nombre de
groupes de rats x5% ]
Translator’s Note: I think the skill rating may have been intended to be “Number of Rats in swarm × 5%” which makes more sense to me, but that’s not what the original text says.
Damage
Bite
30% 1D2+DB Weapons : Skills: Move Quietly 90%, Dodge 50%, Hide 90% Habitat: A few everywhere.
Swarm [Insects] When a character is attacked by a group of poisonous insects, it is important to know what VIR of poison they inject. The VIR depends on the type of insect and the size of the swarm. A character wearing armor will receive fewer stings, so reduce the VIR by the character's armor protection. Certain equipment, like diving-suits or bee-keeper's clothing, protects completely against stings. Insect Type
VI R
Size of Swarm
VIR
Bees
1D6
Normal
Wasps Hornets Fire Ants
2D6 3D6 4D6
Large Gigantic
N one +1D6 +2D6
Swarm [Rats] It is extremely rare for rats to attack a creature the size of a human. When it does happen, they try to overwhelm their adversary with their numbers. Rather than treat
Skills: Run in Packs and Chitter 90%, Glowing Eyes 65% Habitat: Ruins, Sewers, Underground.
Tiger The tiger is largest of the big cats. A pitiless hunter, they have even been known to prey on humans [il lui arrive de s'en prendre à l'homme]. Characteristics : Char. Roll
Bite 40% 1D10+DB Claws 60% 1D6+DB Rend* 80% 2D6+DB Note: The tiger can attack twice per round, either with two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim. Skills: Move Quietly 75%, Hide 80%, Sense Prey 50%
Habitat: Tropical Jungle. White tigers can live in cold
regions.
Tortoise, Land Tortoises live peacefully near warm oceans. They move slowly and do not represent any great danger to humans, but they can give a nasty Bite. The characteristics given below are for a large terrestrial tortoise. Larger specimens can exceed 200 kg (450lbs). Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ POW DEX
MOV HP MP DB
4 18 13 +1D6
3D6+6 16-17 2D6+6 13 3D6+12 22-23 2D6+6 13 1D6 3-4 Armor: 7 points (1 + 6 Scales); 13 when it hides in its shell [recroqueville sur ellemême] (6 + 12 Scales) Weapons: Attack Skill
30% 1D6 Skills: Hide 50%, Move Slowly 80% shell during its combat turn instead of attacking. As long as it remains in this position, it cannot move or Dodge. Habitat: Hot Regions.
Whale, Killer (Orca) This marine mammal is a frightful predator. It will even attack other Cetaceans, such as dolphins. Intelligent and playful, they are easily raised and trained in captivity. If you decide that Cetaceans are intelligent in your game world, give them an INT of 2D6+6.
Wolves usually hunt in packs. Cautious by nature, they will not typically attack a human unless they are threatened, wounded, sick, or driven by starvation. Characteristics : Char. Roll
Note: The tortoise can withdraw [recroqueviller] into its
Average
This animal is a large marine mammal. It is carnivorous, but feeds almost exclusively on squid. If you decide that Cetaceans are intelligent in your game world, give them an INT of 2D6+6.
Habitat: Oceans.
Damage
Bi t e
Characteristics : Char. Roll
Whale, Sperm
Skill
MOV HP MP DB
10 9-10 10-11 -
Damage
50% 1D8 Skills: Dodge 50%, Follow Scent 80% Note: A wolf chasing prey will to run down/bring
down [renverser] and overpower its prey right before making a Bite attack. On the Resistance Table, pit the STR of the wolf against the STR or the SIZ of the target, whichever characteristic is greater (quadrupeds resist as if they have +4 points in STR). On a success, the target must make a successful roll under DEX × 5 or fall to the ground. Habitat: Cold or Temperate Regions.
3: Fantastic Creatures Notes:
Allosaurus The allosaurus is a predator exceeding four meters (13 feet) in height and ten meters (33 feet) in length. Its enormous mouth is filled with curved sharp-edged teeth with which the allosaur is able to great hunks of flesh from its victims. It is a fearsome hunter with keen eyesight. Although it prefers a larger meal, it is quite willing and able to attack human-sized prey. Characteristics : Char. Roll
60% 3D6+DB 40% 1D6+DB Skills: Find Prey 40% Note: An allosaurus can attack twice per round, either with two Claws, or with a Claw and a Bite. Habitat: Wherever it finds large enough prey to feed
upon.
Ankylosaurus This ten meter (30ft) long herbivorous dinosaur is covered with tough plates. It can withdraw into itself in a fashion similar to a turtle, which offers exceptional protection. If this defense fails to discourage a potential predator, the ankylosaurus can also strike with its macelike tail. Attributes:
STR C ON SIZ POW DEX
Skills: Detect Enemy 50%
Basilisk, Cockatrice The basilisk resembles a rooster but its body is covered with scales. Its head is adorned with a comb in the shape of crown. Its tail is that of a reptile and its wings are similar to those of a bat. Its body contains an extraordinarily dangerous petrifying substance. It is said that one day a knight on his mount killed a basilisk by impaling it with his lance. Immediately the knight, his lance, and his warhorse were all turned to stone.
Damage
Average
2. The anky ankylos losaur aurus’ us’ tail tail strike strike is consi considere dered d a sweep sweep attack. Habitat: Hot and Temperate Regions.
Bite Kick
Characteristics : Char. Roll
1. The anky ankylos losaur aurus us can can withdr withdraw aw into into its shell shell on its its turn instead of attacking. As long as it remains in this position, it cannot Move or Dodge, but may still strike using its tail.
MOV HP MP DB
4D6+36 50 3D6+18 28-29 6D6+36 57 3D6 10-11 2D6 7 Armor: 12 points (6 + 6 Plates); 18 points when withdrawn into its shell (6 + 12 Plates) Weapons: Attack
Skill
Damage
Tail Strike
30%
1D8+½DB
8 43 10-11 +6D6
The basilisk is not a natural creature. It is born of a hen’s egg brooded by a viper in a nest of spider webs. The egg must be enchanted using a particular magic spell. Some unscrupulous wizards have been known to create a basilisk as a familiar. Characteristics : Char. Roll
1. The Bite Bite of of the basi basilisk lisk cont contain ainss a magica magicall poison poison.. Whenever a basilisk succeeds in a Bite attack, the victim must make a contest of POW vs. the POW of the Basilisk on the Resistance Table. Should the victim fail this test, he or she (and anything worn or carried), is turned to stone.
Note that it is not necessary for the Bite or poison to penetrate the target’s armor to be effective. In fact, both the armor and its wearer are are petrified. 2. The blood blood of of the the basili basilisk sk cont contain ainss the the same same substance. Whoever wounds it using an edged or stabbing weapon must succeed in a POW vs. POW contest with the beast or be changed into a stone statue. Any arrows wounding the basilisk are automatically petrified 3. The petr petrifa ifacti ction on effec effectt is treat treated ed as a spel spelll of 6 MP MP with regard to magical protections Habitat: The lair of the mad wizard who brought it to
life
Beetle, Giant This enormous beetle is carnivorous. It will sometimes attack a group of people, but it slips away as soon as it manages to snatch a morsel of flesh. With its powerful mandibles, it is able to dismember a young stag. It is too large to fly, but its wings can be used to soften a fall. Characteristics : Char. Roll
Blob A blob is a formless mass of protoplasm. It is a living creature which feeds by engulfing its victims and digesting them. Characteristics: Char. Roll
Pseudopod 20% special Engulfment 100% 6 pe per ro round (d (digestive ac acid) Skills: Sense Vibrations 90% Notes:
1. During During a combat combat roun round, d, a blob blob can can atta attack ck using using either its pseudopods, or by absorbing its victims. To absorb an adversary, all the blob needs is to approach the victim (automatic success). A blob can absorb several victims, provided that the sum of their SIZ scores is lower than the SIZ of the blob, and they are all along its current path (for example, a blob cannot simultaneously absorb an adversary on one side of a room and another on the opposite side). It is possible to Dodge this attack but parrying is useless. An absorbed victim takes 6 Hit Points of damage per round due to the acid secreted by the blob. Armor protects only for the first round, and is dissolved if not made entirely of metal. To escape, the victim must succeed in a challenge of STR vs. the STR of the blob on the Resistance Table. 2. (Option (Optional) al) If If the blob blob choo chooses ses not not to move move (and (and thus thus not absorb a victim within the current round), it can instead attack using pseudopods. It must distribute its damage dice among each pseudopod which it generates. For example, a blob with a damage bonus of 3D6 can attack with the choice of: a. Three Three pseu pseudop dopods ods with with 1D6 1D6 damag damagee point pointss each b. A pseu pseudop dopod od with with 2D6 damage damage points points and another with 1D6 c. On Only ly one one pseu pseudo dopo pod d with with 3D6 3D6 dam damag agee points. Each pseudopod has a 20% chance to make a successful attack. A blob whose damage bonus is negative or zero is too small to attack using a pseudopod. 3. Any edged edged or pierc piercing ing weap weapon on not not entirel entirelyy made made of metal, which penetrates the flesh of a blob loses 6 structure points due to acid damage. 4. Blobs Blobs are are immune immune to magi magicc affect affecting ing emot emotion ions, s, like like spells of Friendship or Fear Habitat: Damp Marshes and Subterranean Places
Brontosaurus The brontosaurus is a dinosaur with a gigantic body and the thick pillar-like legs. Its tail and its neck are both long and slender, and the whole measures nearly twenty
meters (60ft) from one end to the other. Its head is tiny in comparison with the size of its body. It spends its days feasting on the leaves of tall trees. Characteristics : Char. Roll
Tail Strike 30% D6+½DB+knock down Trample 75% 2D6+DB Note: The Tail Strike of the brontosaurus is considered a sweeping attack. Skills: Feast Tranquilly 50%, Sense Danger 30% Habitat: Wherever can find adequate nourishment.
Crab, Giant The giant crab ordinarily lives in the ocean but it is able to venture onto land. It is not a good hunter but rather feeds mostly on carrion. However, it will not hesitate to go after injured or paralyzed people. Characteristics : Char. Roll
Pinchers 50% 1D6+DB Note: The crab can attack simultaneously with both of its pinchers in the same round. Skills : Hide 40% Habitat: Oceans, coasts.
Cyclops Cyclopes are giants some five meters (15 feet) in height, having a single eye in the middle of their foreheads. They hate the cold and often build their villages on the edges of volcanoes. They are formidable smiths and the objects they create are highly sought after. Thieves who
come to steal their treasures often end up under a boulder thrown by a Cyclops. Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ INT POW DEX APP
MOV HP MP DB
3D6+24 34-35 2D6+15 22 3D6+24 34-35 2D6+6 13 3D6+3 13-14 3D6 10-11 3D6 10-11 Armor: 3 points; 15 points vs. fire and heat Weapons: Attack
Diatryma This great carnivorous bird partakes of (holds at the same time [tient à la fois]) both the eagle and the ostrich. It weighs in at some 300kg (660lbs). It cannot fly, but is nonetheless a frightful predator. In a fantasy universe, the diatryma might serve as a mount, carrying a rider on its back. The SIZ of the rider should less than the SIZ and the STR of the diatryma.[La SIZ du cavalier devrait toutefois être inférieure à la SIZ et à la STR du vorace.] Translator’s note: Unclear whether it was intended that the SIZ of the rider should be less than either of the SIZ or STR of the creature (whichever is greater/whichever is less) or SIZ+STR Characteristics Attributes: : Char. Roll Average MOV 12
Beak (Bite) 45% 1D8+DB Kick 45% 1D6+DB Habitat: Great plains
20 10-11 +2D6
Doppelgänger, Shape-Shifter The doppelgänger is a creature able to take the appearance of another humanoid. This faculty makes it an exceptional spy. Its true appearance is a hairless being with bulging eyes. It is native to another world and is most often found in the service of the Sorcerer who summoned it, generally for nefarious purposes. Nevertheless, there are reports of doppelgängers escaping their enslavement to their summoners and who live among humans without anyone around them suspecting their true nature Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ INT POW DEX APP
MOV HP MP DB
3D6 10-11 3D6 10-11 2D6+6 13 2D6+6 13 2D6+6 13 2D6+6 13 1D6 3-4 Armor: may wear any armor type Weapons: Attack
Skill
Claws 50% Normal Weapons 40% Skills: Disguise 130%, Hide 90%
8 12 13 None
decide that Dragons in your game world are intelligent, give them an INT of 2D6+6, or even more. Characteristics : Char. Roll
1. The Brea Breath th and and the the Tail Tail Strike Strike of the the dragon dragon are are considered sweep attacks. Damage
1D6+DB By Weapon Type
Notes:
1. A Doppel Doppelgän gänger ger can can modify modify its its appear appearanc ancee and take take the traits of any humanoid whose SIZ does not differ by more than 6 points from its own. This ability provides the doppelgänger with a bonus of +50% in Disguise and in Hide (already counted in the listed percentages). 2. The listed listed APP score score is for for the crea creatur ture’s e’s natu natural ral form. The doppelgänger can increase its APP, up to a maximum equal to its POW. 3. The bloo blood d of a dopp doppelg elgäng änger er is purp purplish lish rath rather er than than red like that of humans. 4. The dopp doppelgä elgänge ngerr can read read the the superf superficia iciall thought thoughtss of a target if it wins a roll on POW vs. POW. If the roll fails, the doppelgänger must wait for one minute before making a new attempt against the same target. Habitat: Perhaps posing as one of your relatives?
Dragon This is nothing less than the stereotypical dragon; one that breathes fire and guards a fabulous treasure. If you
2. The char charact acteri eristic sticss shown shown are are for for an adult adult drago dragon. n. An immature dragon will have only 6D6+6 in STR and in SIZ. It gains 1 point each of STR and of SIZ for every 10 years of age; reaching full maturity around the age of 500 years or thereabouts. Habitat: Dragons often lair in caves, wherein they store their legendary treasures.
Dryad The dryad is a spirit of the forest. She always takes the appearance of a beautiful young woman. Dryads attempt to seduce men passing through their domains, and have been known to fall in love themselves. A dryad is linked to the tree from which she materializes her body. As long as her tree remains alive, the dryad cannot be killed. If a dryad’s HP are ever reduced to zero, her spirit returns to her tree whence she can form a new body. A dryad cannot travel far from her tree. Characteristics : Char. Roll
STR C ON SIZ POW DEX
2D6+2 3D6 2D6+3 3D6+6 3D6+6
Attributes:
Average
9 10-11 10 16-17 16-17
MOV HP MP DB
8 10-11 16-17 None
Armor: None
Elemental
Weapons: Attack Skill
spells of Healing or Confusion.
Elementals are spirits able to take possession of matter and animate it. The type of matter depends on the type of elemental. An elemental is able to animate 1 cubic meter of matter per 3 points of POW it possesses. Some 1% of elementals are endowed reason (possessing an INT score of 2D6+6). These are usually the most powerful elementals.
Habitat: Secluded Forests.
The POW of an elemental directly is linked to its "rank":
Damage
Club
25% 1D6+DB Skills: Move Quietly 60%, Command Animals and Plants of her Grove 90%, Seduce 80% Magic: Dryads often know a few simple spells, such as
Elemental Rank
Eagle, Giant This enormous eagle usually feeds on sheep or goats. It will attack humans if it feels threatened or if one approaches its nest. If you decide that giant eagles in your game world are intelligent, you may give them an INT of 2D6+6. Such an eagle may, if it is willing, be used as a flying mount. The SIZ of a rider can not exceed the STR + SIZ of the eagle. If you decide that Giant Eagles are intelligent in your game world, give them an INT of 2D6+6. Such an eagle may, if it is willing, serve as a flying mount. The SIZ of a rider cannot exceed the STR and the SIZ [ne devra pas excéder la FOR et la TAI] of the eagle. Translator’s note: Unclear whether it was intended that the SIZ of the rider should be less than either of the SIZ or STR of the creature (whichever is greater/whichever is less?) or SIZ+STR . Characteristics Attributes: : Char. Roll Average MOV 4/16 (fly)
STR C ON SIZ POW DEX
3D6+12 3D6 3D6+6 2D6+6 3D6+12 Armor: 1 point Weapons: Attack
22-23 10-11 16-17 13 22-23
Skill
HP MP DB
13-14 13 +1D6
POW
Average
Size (m3 /yd3)
Minor 1D6 3-4 1 Average 2D6 7 2 Average 3D6 10-11 3 Major 4D6 14 4 Major 5D6 17-18 5-6 Noble 6D6 21 7 Noble 7D6 24-25 8 Lord 8D6 28 9 The DB of an elemental is calculated from STR × 2 instead of STR+SIZ. Elementals typically attack their opponents by engulfing them. An Elemental can engulf up 10 points of SIZ per cubic meter of the Elemental’s volume, this can be against a single opponent or divided among several. All elementals are immune to damage from nonenchanted weapons. Magic affects them normally. Elementals of Air: The Sylph Sylphs are the elementals of air. They are able to fly. When flying sylphs can carry up to 1 point of SIZ per point of STR they possess. A sylph can damage a salamander, doing 1 HP of damage for every one of its own HP that it sacrifices. A one cubic meter sylph has a STR of 2D6 and 2D6 HP. For each additional cubic meter, it will possess + 6 STR and + 6 HP. For example, a 3m3 sylph will have the following characteristics:
Damage
Beak (Bite) 45% 1D8+DB Claws 45% 1D6+DB or Grab Note: If the eagle manages to grab an adversary adversary in its Claws, it can then attack it using its Beak with +50% on the Bite roll Skills : Dodge in Flight 60%, Scan 90% Habitat: Mountainous Regions.
Characteristics: Char. Roll Averag e
STR HP SIZ POW DEX
Attributes:
MOV
18 (fly)
2D6+12 19 MP 9-11 2D6+12 19 DB +1D6 3 3m 9-11 3D6+12 22-23 Armor: Immune to damage from non-enchanted weapons. Weapons: Attack
Skill
Damage
Engulfment
100%
= DB*
* If the sylph succeeds in a contest of its STR vs. SIZ of the target (target is thrown into the air and falls or is slammed against a hard surface) Skills: Detect Air Currents 75%, Listen 50%
Elementals of Earth: The Gnome Gnomes are the elementals of earth. They can travel above ground or beneath it, but not through material as hard as rock or metal. When traveling a gnome can carry up to 1 point of SIZ per point of STR is possesses. A gnome can damage an undine or a salamander, doing 1 HP of damage for every one of its own HP that it sacrifices. A one cubic meter gnome has a STR of 3D6 and 4D6 HP. For each additional cubic meter, it will possess + 9 STR and + 12 HP. For example, a 3m3 gnome will have the following characteristics: Characteristics: Char. Roll
STR HP SIZ POW DEX
MOV MP DB
3D6+18 28-29 4D6+24 36 3 3m 9-11 2D6 7 Armor: Immune to damage from non-enchanted weapons. Weapons: Attack
Skill
Characteristics : Char. Roll
Attributes:
Average
STR HP SIZ POW DEX
MOV MP DB
12 (fly) 9-11 None
1D6+6 9-10 2D6+12 19 3 3m 9-11 3D6+6 16-17 Armor: Immune to damage from non-enchanted weapons. Weapons: Attack
Skill
Damage
Project flames DEX × 5% 1D6 Engulfment 100% suffocate + 1D6 per m3 (target bu Skills: Detect Air Currents 75%, Detect Heat 50% Elementals of Water: The Undine
Attributes:
Average
STR and + 6 HP. For example, a 3m3 salamander will have the following characteristics:
6 9-11 +3D6
Damage
Fist DEX × 5% 1D6+½DB Engulfment 100% suffocation + DB* * If the gnome succeeds in a contest of its STR vs. SIZ of the target (target buried and crushed). Skills: Detect Vibration 75%, Detect Metals and Precious
Stones 50% Elementals of Fire: The Salamander Salamanders are the elementals of fire. They are able to fly. Translator’s Note: seems like they should be able to carry things as the others can, though causing fire damage due to their natures, maybe something like:
When flying salamanders can carry up to 1 point of SIZ per 2 points of STR they possess, though they will inflict fire damage to anything (or anyone) so carried. A salamander can damage any other elemental, doing 1 HP of damage for every one of its own HP that it sacrifices. A one cubic meter salamander has a STR of 1D6 and 2D6 HP. For each additional cubic meter, it will possess + 3
Undines are the elementals of water. They can travel across the ground or through water. When traveling undines can carry up to 1 point of SIZ per point of STR they possess. An undine can damage a gnome or a salamander, doing 1 HP of damage for every one of its own HP that it sacrifices. A one cubic meter undine has a STR of 2D6 and 3D6 HP. For each additional cubic meter, it will possess + 6 STR and + 9 HP. For example, a 3m3 undine will have the following characteristics: Characteristics: Char. Roll
Attributes:
Average
STR HP SIZ POW DEX
MOV MP DB
8/12 (swim) 9-11 +1D6
2D6+12 19 3D6+18 28-29 3 m3 9-11 3D6 10-11 Armor: Immune to damage from non-enchanted weapons. Weapons: Attack
Skill
Damage
Engulfment 100% suffocation + DB* *If the undine succeeds in a contest of its STR vs. SIZ of the target (target drowned and smashed against a hard surface). Skills: Detect Vibrations 75%, Detect the Purity of Water 50%
Ghost A ghost is the spirit of a deceased person who, for whatever reason, cannot find rest in death. Most of the
time, ghosts are bound to a location or a particular object and cannot travel any distance away from the place or object. Ghosts are incorporeal, and while the physical world cannot affect them, they in turn cannot affect it. Ghosts are able to become invisible at will. Characteristics: Char. Roll
INT POW
Attributes:
Average
2D6+6 3D6
MOV MP
10-11 [= [=POW] 10-11
13 10-11 Armor, Weapons: Being incorporeal, ghosts are immune to physical damage, and cannot directly cause any. Skills: In general a ghost will remember all skills that it had in life. Being incorporeal however, any physical skills it may have possessed are unfortunately of little use. Magic: If the ghost knew any spells when alive, it is
possible that it remembers them in death. However, it is unable to cast any spells because it now lacks a physical body. A ghost might perhaps teach any spells known to a living person. Note: As with all undead, a ghost cannot regenerate
Magic Points. If a ghost’s MPs ever fall to zero, it disperses and is unable to return for a week or more. It may even have been permanently exorcised. Habitat: Haunted places.
Gargoyle Gargoyles hide among stone ruins. They remain motionless, looking like statues, until an animal or careless adventurer approaches close enough… Characteristics : Char. Roll
45% 1D6+DB 45% 1D6+DB 45% 1D6+DB Skills: Search 40%, Sit Motionless for Hours 99% Habitat: Ruins, temples.
Giant Young giants resemble sturdy, robust humans, but they grow enormous with the passage of time. After centuries
of life they can reach the impressive height of 16 meters (53ft). The older a giant gets, the more time they spend sleeping. An old giant might sleep for decades at a time. While asleep for so long vegetation can grow over the sleeping giant to a point where it can easily be mistaken for a hill. When a giant awakens, it is extremely hungry as a result of its long fast while asleep [qu'il est resté longtemps endormi]. Giants are not especially aggressive towards humans, but their appetites are so great that they will sometimes devour cattle or even those who refuse to bring them something to eat. Characteristics: Char. Roll
Attributes:
Average
MOV HP MP DB
8 **** 15 to 78 10 to 25 +1D6 to +12D6
STR 3D6+6* 16 to 101 C ON 2D6+6** 13 to 55 SIZ 3D6+6* 16 to 101 INT 2D6+6 13 POW 3D6 *** 10 - 25 DEX 3D6 10-11 APP 3D6 10-11 *+6/meter (3ft) after 2 (6ft) **+3/meter (3ft) after 2 (6ft) ***+1/meter (3ft) after 2 (6ft) ****+1 per 4 meters (12ft) up to 12 [+1 tous les 4 m] soit 8 à 12] Armor: 1 per D6 of DB (i.e. 1 to 12 points) Weapons: Attack
Skill
Damage
Fist 50% 1D6+DB Maul [Maillet] 50% 3D6+DB Skills : Search 40%, Sleep for Months at a Time 75%, Short Temper (Get angry [Se Mettre en Colère]) 15% Magic: Giants can learn magic, if they can find someone
crazy enough to teach it to them. Habitat: Wherever there is enough room for them to
live.
Golem A golem is an artificial being; build from such materials as wood or stone. Golems are faithful but stupid servants, who will carry out any orders given by their creator, even after the creator’s death. The golem described here requires a basic sacrifice of 4 points of POW to create, plus an additional 1 to 4 points, determined by the type of material from which it is constructed. There are of course golems of greater or lesser size and strength. Characteristics:
Attributes:
Char.
Roll Average
MOV HP MP DB
STR =SIZ 24 SIZ Variable* 24 POW 12+1per 6 SIZ 16 DEX 12–1 per 6 SIZ 8 * See below under Creation for specifics
6 =SIZ 16 +2D6
Armor: 1 per D6 of DB + Golem Material Modifier*
Golem lem Mat Materi erial
Modi odifier fier
Flesh 4 Wood 8 Stone 12 Metal 16 * See Note 1 for more information. Weapons: Attack
Skill
Damage
Fist DEX × 5% 1D6+DB Any Weapon DEX × 5%* By weapon type + DB * Providing the golem has sufficient STR and DEX to wield the weapon in the first place. Skills: Search25%, Listen 25%, Dodge DEX × 2%, Obey
Orders (of its creator) 99% Notes:
Creation: To create a golem, a wizard must first
manufacture its body using an appropriate Craft skill, such as Craft [Embalming], Craft [Sculpture] or Craft [Smithing]. The creator may call upon an outside craftsman [faire appel à une tierce personne maitrisant cet artisanat] to initially construct the golem’s body or to restore and repair the body of a damaged golem. Constructing the body of a golem requires 8 hours of work per point of SIZ. The wizard then must perform a week long ritual; at the end of which he casts the necessary spell. The wizard then sacrifices a number of points of permanent POW which varies according to the type and SIZ of the golem. One point of POW is needed for each four points of armor possessed by the material of which the golem is constructed. Golem Material
PO W
flesh 1 wood 2 stone 3 metal 4 An additional point of POW is required for each 6 points of SIZ the golem possesses.
1. Golems Golems are are immune immune to dama damage ge from from Fire Firearms arms and impaling weapons. All golems are also immune to cold. Fire and heat have normal effect on flesh and wood golems; metal and stone golems are immune to fire and heat, unless it reaches the melting point of the constituent material, at which point they are instantly and permanently destroyed (they melt!). In terms of HP, a golem’s melting point is 12D6 for stone and 8D6 for most metals.
The upper body of this monster is like that of a human woman; but its lower body resembles that of an enormous serpent, and its hair is composed of small poisonous snakes.
2. A golem’ golem’ss POW is akin akin to to that that posses possessed sed by by the the undead and does not normally regenerate MP.
Any living thing that meets the gaze of a gorgon is turned to stone.
3. Golems Golems are are immune immune to spell spellss that that affect affect emoti emotions ons such a spells of friendship or fear.
Characteristics : Char. Roll
4. (Optional) Every golem has a rune engraved somewhere on its body. This rune is the focus of the enchantment which animates the golem. If the rune is damaged, the golem loses its animation. To deactivate a golem by marring its animating rune, it is first necessary to locate the rune using a Search roll at -20% (no roll needed if the location is already known). Then a critical hit, aiming at the rune’s location is needed. Finally, the attack must inflict at least 1 point of damage to the golem. Translator’s Note: seems like a penalty to hit should be requ requir ired ed for for stri striki king ng a rela relati tive vely ly smal smalll loca locati tion on that that precisely.
Habitat: In the company of its creator or in the creator’s
death (by petrifaction) 1D6+1; 1D8+1+DB; 1D3+½DB+poison
Magic: Gorgons are frequently excellent sorcerers.
Notes:
1. Any crea creatur turee meeting meeting the the gorgon’ gorgon’ss gaze gaze is instan instantly tly turned to stone if it fails a challenge of POW vs. the POW of the gorgon on the Resistance Table. To avoid meeting the gaze when fighting a gorgon, a successful roll under POW × 3 each round is needed. To avoid inadvertently meeting the creature’s gaze upon encountering the creature, a roll under POW × 5 is sufficient. The surest means of avoiding the gaze is to keep one’s eyes closed (using the rules for combat with an invisible adversary or actions in total darkness). The gaze acts as a 6 MP spell with regard to magical defenses. 2. Note Note that that if a gorg gorgon on is kille killed, d, its its gaze gaze retain retainss its effectiveness as long as the snakes on the head remain alive. Deprived of a digestive system, these snakes cannot feed themselves and will die within a few days. 3. The head head snak snakes es injec injectt a poison poison with with a VIR equal equal to the gorgon’s CON. To use them during combat or contact, the gorgon must give up its normal mêlée attack (but not its gaze attack). Habitat: Underground, ruins.
Ghoul Ghouls are living dead creatures that consume the bodies of the dead for nourishment, sometimes including those of imprudent adventurers. Their howl is terrifying. Characteristics: Char.
Attributes:
Roll
Average
STR SIZ INT POW DEX
MOV HP MP DB
8 =SIZ 10-11 +1D4
3D6 [+1D6] 14 2D6+6 13 1D6+3 6 7 3D6 10-11 3D6 10-11 Armor: Can wear any armor taken from a tomb or found on a victim; firearms and impaling weapons cause only one point of damage per attack Weapons: Attack
1. Any vict victims ims hearin hearingg the howl howl of one one or more more ghoul ghoulss must make a roll under POW × 5. Those who fail
suffer a -10% penalty on all rolls for the duration of the combat against the ghouls. Those who succeed are immune to ghoul howls for one day. 2. The bite bite of of a ghoul ghoul inje injects cts a magi magical cal disea disease se which which will eventually transform a victim into a ghoul. The VIR of this disease is equal to the POW of the ghoul. If the bitten person fails a roll on CON vs. this VIR on the Resistance Table, he will lose 1 point of CON each day. If no proper treatment is provided to the victim, he will become a ghoul when his CON reaches zero. As a ghoul, the victim’s STR will be raised by 1D6 and his INT will fall to 1D6+3. The victim will not retain any memory of his or her previous existence. 3. The POW POW of of a ghou ghoull is that that of an an "unde "undead" ad" being being and does not permit regeneration of MP. 4. A ghoul ghoul loses loses 1 MP per per day day to maint maintain ain its its physic physical al body. It recovers 1 MP per 3 SIZ points of flesh consumed. In full daylight, the MP loss accelerates to 1 per hour. Habitat: Cemeteries, dark places
Griffon The griffon has the body of a large lion, but its head, its wings and its forelegs are those of a great eagle. Its preferred food is horse meat. Characteristics : Char. Roll
MOV MOV 10/1 10/144 (fly) (fly) HP 27 MP 13 DB +3D6
Damage
Beak Claws Rend
45% 1D8+DB 60% 1D6+DB or Grab 80% 2D6+DB Skills: Dodge in Flight 60%, Scan 90% Note: The griffon can attack twice per round, either with two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim. Habitat: Mountainous Regions.
Hippogriff The hippogriff has the body of a horse, with the head and wings of a great eagle. They can sometimes be trained [le dresse pour] to use as mounts. Characteristics : Char. Roll
Incubus Kraken The kraken resembled an enormous octopus, able to capsize even the largest ships. It usually lives in the impenetrable depths of the ocean, but sometimes it comes to rest on the surface of water. It is so large that imprudent sailors have sometimes taken a resting kraken to be a small island.
Damage
Characteristics: Char. Roll
Hydra The hydra resembles a great multi-headed snake. Attributes:
3. (optio (optional nal)) Some Some rare rare hydras hydras,, like the the legend legendary ary Lernean Hydra, regenerate HP at the rate of 2 per round; fast enough that severed heads can grow back. To prevent regeneration, each wound inflicted on the hydra must be cauterized by fire.
1. A hydra hydra has has from from 2 to 12 heads heads (choo (choose se or roll roll 2D6) 2D6),, and can attack simultaneously with each head. The HP of individual heads can be determined by dividing the total HP of the hydra by its number of heads. A wound inflicted on a hydra using an edged weapon will sever one of its heads if the damage inflicted is at least equal to the HP of a head. For example, a wound of 3 points inflicted with a sword to a hydra having 19 HP and 7 heads will sever a head, because each head has 19÷7=2.71 rounded to 3 HP.
Tent Tentac acle le 45% 45% +Con +Const stri rict ct DB if 2 tentacles [damage [saisit] MD si 2 Tentacles] Bite 45% 1D10+DB Note: The kraken can make eight simultaneous attacks using its eight tentacles. If at least two tentacles grab a single target, the kraken inflicts constriction damage each round and can moreover try to bite the victim. To escape, the target must succeed in a challenge of STR vs. STR on the Resistance Table (good luck!) Skills: Crush Ship 80%, Hide 70% Habitat: Oceans.
Lycanthrope Lycanthropes are people able to transform themselves into animal form because they are infected by a magical disease: lycanthropy. They can also take to an intermediate half-human/half-animal form, which is useful to them generally for combat. To shift from one form to another costs 1 MP and takes a full combat round to complete, during which time the lycanthrope cannot do anything else.
Lycanthropy is a disease which is generally transmitted by the bite of a lycanthrope, in animal or intermediate form. Its VIR equal to the unmodified CON of the creature. There are different forms of lycanthropy corresponding to various animal species. It is not possible to be infected with two different forms of lycanthropy at the same time; one cannot be both a werebear and a werewolf. Translator’s Note: should the first or most recent infection take precedence?
In intermediate form, the lycanthropes regenerate 1 HP per round, except if the damage was inflicted using a silver or magic weapon. Fire can also serve as an effective counter, because it causes damage more quickly than they can regenerate. A lycanthrope does not regenerate once it has died. Whatever form it’s in, a lycanthrope retains its POW score. When it is not in human form, its INT is divided by two and it can no longer speak. In animal form, a lycanthrope will have the physical characteristics of an average representative of the species of the animal form it takes. The characteristics of the intermediate form are those of human, but with the following modifications: Werewolf: Attribute
Modifier
STR SIZ INT DEX MOV
+6 +6 ÷2 +3 +2
Armor: 1 point (fur) Weapons: Attack
Skill
Damage
Bite 15% 1D8+DB Claws 25% 1D6+DB (two attacks per round) Skills : Move Quietly +30%, Sense Prey +50%
15% 1D10+DB 25% 1D6+DB (two attacks per round) Skills: Sense Prey +20% When a lycanthrope changes from one form to another, its maximum HP must be recomputed based on its new CON and SIZ. Any damage previously taken is retained (though the lycanthrope will generally be able to regenerate any wounds while in intermediate form). In intermediate and animal form, a lycanthrope adopts the instincts of the type of creature into which it was transformed. This can result in aggressiveness (wolf), impulsivity (bear), wariness (rat), or boldness (lion). This also enables him to communicate with the members of the species in question.
+12 +12 ÷2 +2 Armor: 1 point (fur)
(Optional) a lycanthrope can metamorphose only under certain conditions: Werewolf: Only at night, and obligatorily [obligatoirement] the nights of full moon. Werebear: Never during the winter. Wererat: Never in daylight. Werelion: Only during the day. Example of lycanthrope: A werewolf in intermediate form. Appears as a massive humanoid covered with gray fur with the head of wolf and sharp-edged claws.
Weapons: Attack
Characteristics: Char. Roll
Werebear: Attribute
Modifie r
STR SIZ INT MOV
Bite Claws
Skill
Damage
15% 1D10+DB 25% 1D6+DB (two attacks per round) Skills: Sense Prey +40%
Manticore The manticore has the body of a lion equipped with black bat wings and of a tail like that of a scorpion. Its mane surrounds a face bearing a curious resemblance to that of a human.
1. The were werewol wolff can attack attack twic twicee per per round, round, eith either er in the form of two Claw attacks, or Claw and a Bite. 2. The bite bite of of a werew werewolf olf tran transmi smits ts lycan lycanthr thropy opy.. The VIR of this disease is equal to the CON of the werewolf. If the person bitten fails in a roll of CON vs. the VIR of the disease on the Resistance Table, the victim becomes a werewolf at the next full moon. 3. The were werewol wolff regene regenerat rates es 1 HP HP per round, round, exce except pt if the damage was inflicted by a silver weapon. Habitat: In the light of the full moon.
Praying Mantis, Giant When the praying mantis is on the hunt, it hides in thick foliage. When it locates prey, it leaps out of its hiding place and pounces upon its target in flight. It will not hesitate to attack prey up to the size of a horse and rider. In a fantasy universe, the mantis could carry a rider on its back. Characteristics : Char. Roll
60% 1D6+DB 80% 2D6+DB 30% 1D3+½DB+poison Skills: Scan 40%, Sense Prey 50% Note: The manticore can attack twice per round, either with two Claw hits, or a Claw and a Sting. If two Claw attacks succeed, the manticore can then Rend its victim,
or it can sting at +50% to its attack roll. The stinger injects a poison with VIR equal to the CON of the manticore. Habitat: Arid regions
Monoclonius This dinosaur resembles the triceratops but is smaller and has only one horn on its snout. It is also less aggressive, so much so that in a fantasy universe, it might carry a rider on its back. Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ POW DEX
MOV HP MP DB
12 34 10-11 +5D6
6D6+24 45 3D6+12 22-23 6D6+24 45 3D6 10-11 2D6 7 Armor: 9 points (5 + 4 Scales); 13 points against an adversary it is facing (5 + 8 Scales). Weapons: Attack Skill
Damage
Charge 50% 1D6+DB Horns 50% 1D6+½DB Trample 75% 2D6+DB Skills: Detect Enemy 60% Habitat: Hot and Temperate Regions.
Mummy These fearsome undead retain the intelligence and knowledge which they had in life. The characteristics indicated are those of a mummy manufactured starting with the corpse of an ordinary human. Many mummies will have INT and POW higher than the average values shown. Characteristics : Char. Roll
Attributes:
Average
MOV HP MP DB
8 26 [=SIZ × 2] 10-11 +1D6
STR 3D6 [x2] 20-22 SIZ 2D6+6 13 INT 2D6+6 13 POW 3D6 10-11 DEX 3D6 10-11 Armor: Can wear any type of armor; firearms and impaling weapons inflict only one point of damage. Weapons: Attack
Skill
Damage
Fist
50% 1D3+DB 70% 1D6+2+DB Skills: Mummies retain all skills which they had in life. Further, being immortal, a mummy has the leisure to develop very high skill levels.
Scimitar
Magic: It is a rare mummy that doesn’t possess powerful
magical spells and abilities. Notes:
1. Mummies Mummies catch catch fire fire easil easily. y. Fire Fire caus causes es norma normall damage, but the flames are difficult to extinguish (in general, the mummy must roll under DEX × 2 to do so). 2. A mummy mummy’s ’s POW POW score score is is that that of an unde undead ad bein beingg which does not allow regeneration of MP. 3. Mummies Mummies do not not lose lose MPs MPs to main maintain tain their their bodie bodies. s. However, unlike most undead, they do not possess any normal means of regenerating MP. As most mummies are magic users, they will know spells to steal MP from the living.
Ogres are giant humanoids some three meters (ten feet) in height. Their appetites are legendary. Unfortunately, their preferred food is the flesh of plump children [enfants dodus].
STR
3D6+12
22-23
Weapons: Attack
Skill
Damage
Carving knife [Couteau à 60% 1D6+DB viande] Heavy Mace [Masse lourde] 50% 1D10+DB Bite 30% 1D6+½DB Skills: Detect Fresh Meat [Sentir la Chair Fraiche] 75%, Craft [Cooking [cuisine]] 50% Magic: Some ogres learn magic. These are called ogre
magi. Isn’t that astonishing? Habitat: Noxious caves or sumptuous thatched
cottages.[Grottes nauséabondes ou chaumières somptueuses.]
Pegasus, Winged Horse [cheval céleste] This winged horse lives well away from human settlements. Once tamed [fois dressé], it makes an exceptional mount. Characteristics : Char. Roll
2D6+9 16 MP 11-12 3D6+12 22-23 DB +2D6 2D6+6 13 3D6+1 11-12 Armor: 2 points; may wear any type of armor
Habitat: The tops of remote mountains [Sommets de
Habitat: Tombs, Pyramids
Characteristics : Char. Roll
C ON SIZ POW DEX
Plesiosaur
Attributes:
These marine dinosaurs have a large body with fins and a very long neck. They catch fish with their mouths. It is rare for them to attack a boat [Il est rarissime qu'ils s'en prennent aux embarcations].
either using its two pinchers, or with a pincher and its stinger. If it manages to grab an opponent using one of its pinchers, it can then strike with its stinger at +50% on the roll to hit. The VIR of the injected poison is equal to the scorpion’s CON.
The pteranodon is undoubtedly the best known flying dinosaur (Even my spell checker recognizes it). Translator’s Note: Well, the original author’s spell checker may have recognized it, but mine doesn’t.
It lives near large bodies of water. Its long beak enables it to catch fish near the water’s surface.
STR C ON SIZ POW DEX
1D6+1 2D6 1D6 2D6 3D6+12 Armor: None
Attributes:
4-5 7 3-4 7 22-23
MOV HP MP DB
4/14 (fly) 5-6 7 -1D6
Skill
Damage
Bite
45%
1D6+DB
45%
Habitat: Arid Regions
Sea Serpent This gigantic snake lives only in the sea. It kills large fish by crushing them within its coils. If a sea serpent attacks a boat it will gobble up one or two sailors in passing.[Il lui arrive de s'attaquer aux embarcations, en gobant un ou deux marins au passage]. A sea serpent such as described here might sink a ship of average size, but could not sink a galleon. Attributes:
A grabbed victim takes additional damage from the pinchers each round after the first. The victim can escape the pinchers on a successful test of STR vs. the scorpion’s on the Resistance Table.
Characteristics: Char. Roll
Weapons: Attack
Damage
Note: A scorpion can attack twice in the same round,
Bite 40% 1D6+½DB Constriction 30% DB + asphyxiation Skills: Surge from the Water Abruptly 60%
This monster reaches 2.5 meters (7ft) in height [2 mètres 50 de haut], including its stinger. It is exceedingly dangerous. Characteristics : Char. Roll
STR C ON SIZ POW DEX
4D6+12 2D6+12 3D6+12 3D6 3D6
Attributes:
Average
26 19 22-23 10-11 10-11
MOV HP MP DB
Skill
Damage
Note: If the sea serpent surprises its target, it can coil
around it automatically. Habitat: Warm seas.
8 21 10-11 +2D6
Sphinx Sphinxes are solitary creatures that live in the remote wilderness [les étendues sauvages]. They have a body of a lion surmounted with the wings of bird, and their head is that of human.
Curious and highly intelligent, they readily pester passing travelers with questions. They are fascinated by riddles and treat kindly [se montrent sympathiques] anyone that teaches them one that they did not previously know. Aggressive or uncooperative travelers often end up in the sphinx’s stomach. Characteristics : Char. Roll
Attributes:
STR C ON SIZ POW DEX
2D6+12 3D6 3D6+6 3D6+6 3D6+6 Armor: 1 point Weapons: Attack
MOV HP MP DB
Average
19 10-11 16-17 16-17 16-17
Skill
10/14 (fly) 13-14 16-17 +1D6
Damage
60% 1D6+DB 80% 2D6+DB Skills: Sense Prey 50%, Know a Riddle [Connaitre une Énigme] 85% Magic: Sphinxes are often good magicians. They are fond of spells to immobilize an adversary in order to pester it with questions. Note: A sphinx can attack twice per round r ound with two Claw hits. If both attacks succeed, it can then Rend its victim. Habitat: Remote regions
Skeleton Animated skeletons are most often encountered as guards in the temple of an evil deity or as the representative [au repère] of a necromancer. It has no distinct personality and obeys implicitly the orders of its master. Attributes:
Average
STR SIZ POW DEX
in sinister fashion [Cliqueter de Façon Sinistre] 45%, Animate when least expected [Se Dresser Quand On s'Y Attend le Moins] 60% Notes:
1. Skeleto Skeletons ns are are immune immune to spel spells ls affec affectin tingg the the emotions, such as those of Friendship or Fear. 2. A skelet skeleton on has has a singl singlee point point of of POW POW provi provided ded by the enchantment which created it. Habitat: Ruins, tumuli, subterranean, wizard’s lairs.
3D6 10-11 2D6+6 13 1 1 3D6 10-11 Armor: 1 point (bone) +1 per D6 of DB*
8 13 [=SIZ] 1 None
* Being mostly empty space, any attack with a cutting or piercing weapon or with a firearm [tous les coups qui lui sont portés à l'aide d'une arme tranchante, perforante ou à feu] suffers a -20% penalty to hit. Weapons: Attack
Skill
Any Any Wea Weap pon
DEX DEX × 5% By Weap Weapon on Typ Type
Damage
The giant spider weaves its web among the trunks of trees or between the walls of a cave. The strands of the web are very fine, but a successful roll on a visual skill will permit noticing it. The webbing is also very strong, having a STR equal to the CON of the spider. The spider itself hides hides among the leaves and foliage of the trees or behind rocks in a cave. It emerges silently to surprise victims caught in its web or who imprudently halt to examine or disturb it. It then tries to paralyze them using its venom or entrap them in sticky silk. In areas with abundant traffic, it’s been known for giant spiders to work together to capture more prey. The spider described here has a size of almost two meters (6ft). Even larger specimens may exist. Characteristics : Char. Roll
1. A spide spiderr can both both bite bite and and proje project ct webbin webbingg in the the same round. However, a spider which has projected webbing must wait ten rounds before being able to do so again. The spider’s Bite injects a poison with VIR equal to the CON of the spider. This poison inflicts only half
of its VIR in Hit Points, but if the VIR overcomess the CON of the victim, the victim becomes paralyzed. 2. The webb webbing ing can be throw thrownn to a distanc distancee equal equal to the STR of the spider in meters (3 × STR in feet). Such an attack cannot be parried, but it can be dodged. A victim taken in the webbing cannot move, and thus cannot attack or cast spells. It is possible to keep an arm free by making a successful roll under DEX × 3 just before the webbing hits. To escape the web of a giant spider, a victim must succeed in a Resistance Table roll of the victim’s STR vs. the STR of the silk, which is equal to the CON of the spider. It is also possible to cut the fibers using a sharp implement. The Hit Points of the web are equal to its STR. However, weapons striking the web become stuck in it. Flaming weapons do not stick to the web. The webbing is not flammable, but heat will disintegrate it and fire inflicts normal damage. Habitat: Dense Forests, Subterranean.
Stegosaurus The stegosaurus is herbivore of almost six meters (20ft) in length. Its back supports two rows of vertical plates which aid in controlling its body temperature. The end of its tail is covered with spikes. Characteristics : Char. Roll
Claws 50% 1D6+DB Any weapon 50% By Weapon Type Skills : Move Quietly 60%, Persuasion 70%, Seduction 90% Magic: Succubi and Incubi often know many spells. Note: Succubi and Incubi are incredibly seductive
[incroyablement séduisants]. When a succubus or incubus looks into the eyes of a person, it can oppose its APP vs the POW its victim. If the creature wins the contest, the victim will be charmed and will not allow any harm to be done to the Succubus/Incubus [refusera que l'on fasse le moindre mal à l'incube]. The effects of this charm wear off after one day. Habitat: Wherever perversion reigns.
Toad, Cliff 8 33-34 10-11 +4D6
Damage
Tail Strike 30% 1D8+½DB Skills: Detect Enemy 50% Habitat: Hot and Temperate Regions
Succubus A spirit or demon that feeds off [se nourrissant] the sexual impulses of its victims. It takes on the appearance of a very attractive woman (in which case it is called a succubus) or man (in which case it is called an incubus). Each time that the succubus visits a partner, the victim
This enormous amphibian will readily attack any creature smaller than itself, including humans. Its skin is the color and texture of rock, which makes it hard to spot and allows it to capture its victims by surprise. Characteristics : Char. Roll Average
STR C ON SIZ POW DEX
6D6+12 3D6+6 6D6+12 3D6 3D6 Armor: 3 points
33 16-17 33 10-11 10-11
Weapons: Attack Skill
Damage
Attributes:
MOV HP MP DB
8 25 10-11 +3D6
Tongue 80% 6 per round (acid) Kick 25% 1D6+DB Skills: Scan 50%, Hide 40%, Hide among Rocks 90% Note: The cliff toad is able to attack only once per round,
either with its tongue or by kicking. The Kick is reserved
for use against targets too big or too dangerous to be swallowed. The tongue has a reach of one meter per three points of the toad’s SIZ (one foot per point of SIZ). The tongue inflicts no damage on its own, but winds around the victim and sticks. The toad then can immediately attempt a contest of its STR vs. the SIZ of the victim to swallow it. If the test succeeds, the victim is immediately deposited into the toad’s stomach, where digestive acids cause 6 points of damage per round. Armor protects only for the first round, and is thereafter dissolved if it is not made of metal. The victim can attempt to escape by cutting open the toad from inside with the assistance of a short edged weapon, such as a dagger or the claws of an animal. To do this the victim must inflict damage equal to half the basic Damage Bonus for the toad (13 for an average toad). A toad cannot swallow a target with a SIZ greater than its own. Habitat: Rocky Regions.
Tree, Carnivorous [Arbre dévoreur] These trees resemble large ordinary willows. In actuallity, they are carnivorous plants. Their branches are mobile, but the tree is unable to move about. They capture their prey with their pollen which has a soporific effect. A creature inhaling this pollen suddenly grows weary and wants to rest at the base of the tree. Once asleep, the tree wraps its roots around the victim and draws it in towards its trunk. The trunk then opens into a mouth full of wooden hooks, and the tree absorbs its victim Characteristics : Char. Roll
1. The polle pollenn of the the carniv carnivorou orouss tree tree has a VIR VIR equal equal to to half of its CON. It does not cause loss of Hit Points but if the victim misses his roll of CON vs. VIR, he falls asleep at the end of ten rounds. A creature remaining near the tree must make a roll each of the ten rounds. Once the victim is insensible, the carnivorous tree will have no difficulty in drawing the victim towards its mouth, assuming that it has sufficient STR. Unless the victim makes a successful roll under POW × 1, he or she will only awaken once the jaws of the tree are closed upon him. 2. The tree tree can can also also attac attackk using using its bran branche ches. s. It can either try to whip, causing 1D6 Damage (not including its Damage Bonus), or to try to seize a victim by making a successful attack and then succeeding in a STR vs. STR roll. On the next round the tree will be able to bite the opponents it seized by succeeding in a new contest of STR vs. STR. 3. A carni carnivor vorous ous tree tree is is entitle entitled d to two two atta attacks cks by round, which it can use to either grab or whip. Biting a target does not count against this total, but a tree can bite only one target per round. 4. Becaus Becausee of its partic particula ularr physica physicall constitu constitutio tion, n, the carnivorous tree's Damage Bonus is calculated using STR × 2 instead of STR+SIZ. Habitat: Forests and cursed marshes.
Tree-Man [Homme-arbre] Treemen live in the hearts of great forests. As long as they do not move, they can easily be mistaken for normal trees. Treemen protect the forest and spend most of their time [passent le plus clair de leur temps] caring for the various plants therein.[à s'occuper des plantes]. They are not aggressive, unless their forest is threatened. Characteristics: Char. Roll Average
Note: A tree-man can make two branch strikes within a
Notes:
single round.
1. (optio (optional nal)) Some Some troll trolls, s, who habitu habituall allyy live live underground, avoid daylight because exposure will turn them to stone.
Habitat: Secluded forests.
Triceratops This menacing herbivore’s head is decorated with a bony flange and two horns nearly one meter (3ft) in length. A third horn sprouts from the end of its snout similar to a rhinoceros. Also similar to that ornery beast, the triceratops becomes agitated the moment anyone its territory. It normally pays no attention to an creature as small as a human, but a noisy car will set him off. Characteristics : Char. Roll
STR C ON SIZ POW DEX
Move HP MP DB
12 52 13 +8D6
6D6+48 69 3D6+24 34-35 6D6+48 69 2D6+6 13 2D6 7 Armor: 12 points (8 + 4 Scales); 16 points against an adversary it is facing (8 + 8 Scales) Weapons: Attack
Skill
50% 1D10+DB 50% 1D10+½DB 75% 2D6+DB Skills: Irritability 70%, Detect Enemy 60% Habitat: Hot and Temperate Regions.
Weapons: Attack
Troll Trolls are grotesque and stupid humanoids. Orcs employ them in battle as veritable war machines.
STR C ON SIZ INT POW DEX
4D6+12 3D6+6 4D6+12 1D6+3 3D6 3D6 Armor: 2 points
26 16-17 26 6-7 10-11 10-11
Weapons: Attack
Skill
Damage
Bite
30%
1D6+DB
Attributes:
Average
Skill
Move HP MP DB
12 42-43 13 +6D6
Damage
Bite Kick
60% 3D6+DB 40% 1D6+DB Skills: Locate Prey 40% Note: The tyrannosaure can attack twice per round,
The tyrannosaurus or tyrant lizard is largest of all terrestrial carnivores. A tyrannosaur measures fourteen meters (42ft) long and weigh up to seven tons. The teeth lining its mouth are veritable daggers. It requires enormous quantities of food, such that it will sometimes devour any carrion encountered in its passage.
STR C ON SIZ POW DEX
Charge Horns Trample
Characteristics : Char. Roll
Habitat: Caves, battle fields.
Tyrannosaurus
Attributes:
Average
2. (optio (optional nal)) Some Some trolls, trolls, partic particula ularly rly thos thosee tainted tainted by Evil, possess the ability to regenerate, allowing them to recover 1 HP per round. These trolls continue to regenerate even if they are reduced to zero or fewer HP. Damage from fire or acid is not regenerated: therefore these are the only effective means of killing these monsters.
8 21-22 10-11 +2D6
either in the form of two Claw attacks, or in the form of a Claw and a Bite. Habitat: Where it finds creatures enough large to feed
upon.
Unicorn The unicorn’s appearance is similar to a small pale coated [à la robe claire] horse, but possessing a spiral horn on its forehead. It is so pure that it will permit only a human virgin or elf to ride it. [Elle est si pure qu'elle n'accepte d'être montée que par une vierge humaine ou elfe.
Translator’s Note: Unclear whether this should be read as “a virginal human or an elf” or as “a virginal human or elf” Characteristics : Char. Roll
Note: A unicorn can parry an attack with its horn, but
cannot also attack with it in the same round. It is still able kick. Magic: A unicorn can heal a wound by touching it with
its horn. It exspends 1 MP per HP cured. Characteristic loss (caused by a major wound or disease, for example) can also be cured. The unicorn will have to sacrifice a point of is permanent POW per point of characteristic, and so will be reluctant to perform this type of cure. A unicorn is also able to detect a poison by the touch of its horn.
•
•
Habitat: Forests and groves.
Vampire
•
Contradictory stories regarding vampires abound, it therefore falls to the GM to sort out truth from legend. Here are some suggestions: •
•
•
A vampire does not cast a shadow and does not reflect in a mirror. Photographic film does not record its image. During daylight, vampires must rest in a bed of soil from their original burial place. If they do not, their daily loss of MP amounts 1D6 instead of a single point. A vampire cannot tolerate the odor of garlic. It must make a successful roll under POW × 5 each round where it is within three meters (10ft) or less of a clove of fresh garlic. If it fails the roll, it must move away.
•
The third bite of a vampire is always fatal and automatically transforms the victim into a vampire. Whoever drinks the blood of a vampire becomes its slave for eternity. Vampires lose all their powers during the day. Though retain their doubled STR. Daylight burns vampires. They lose 1 HP per hour, per minute or even per round if they are exposed. vampire can metamorphose into the form of a wolf or a bat. Its SIZ and DEX become those of an average representative of the species into which it transforms, though the STR is twice normal. On the other hand, its HP do not change. Some vampires can also change into a mist. Their STR then becomes 0, but they are immune to physical damage. To pass from one form to another takes one whole round and costs1 MP. Α
It is strictly forbidden for a vampire to cross above a body of running water, such as a sea or river. It is also forbidden to enter a house without being invited [Il leur est aussi strictement interdit de rentrer chez quelqu'un sans avoir été invité].A vampire who ignores these prohibitions (the villain!) loses 2D6 MP immediately. A person brandishing a cross before a vampire can oppose his or her POW to that of the monster. If successful, the vampire is unable to approach it. Holy water burns vampires like acid. A flask of holy water inflicts 1D6 HP. Immersion in a holy water basin will cause 3D6 HP per round. The vampires are incredibly seductive. When a vampire looks a person in the eyes, it can oppose its APP vs. the POW of the victim. If it succeeds in the challenge, the person will be charmed and will refuse to harm or permit harm to come to the vampire.The effects of this charm wear off after one day. A stake driven into the chest of a vampire through the heart will neutralize the creature instantaneously. Such a result will occur in combat only if a major wound from a critical strike is made with a piercing weapon. Nothing remains to do but definitively to slay the vampire by cutting its head off.
Characteristics : Char. Roll
STR SIZ INT
3D6 [x2] 2D6+6 2D6+6
Attributes:
Average
20-22 13 13
MOV HP MP DB
8 26 [=SIZ × 2] 10-11 +1D6
POW DEX APP
3D6 10-11 3D6 10-11 3D6 10-11 Armor: Can wear any type of armor; firearms and impaling weapons cause only one point of damage.
Grasp [E [Empoignade] 50% Siezes [s [saisit] Bite 1D3+blood drain Broadsword 70% 1D8+1+DB Skills : It retains all skills which it possessed in life. Being immortal, a vampire the leisure to develop very high skill levels. Magic: Many vampires practice magic.
C ON SIZ POW DEX
MP DB
13 +1D6
Damage
Bite Kick
60% 1D6+DB 40% 1D10+DB Skills: Hunt in groups 25%, Locate Prey 40%, Listen 40% Note: The deinonychus can attack twice per round,
either two Claws strikes or a Claw a Bite. Habitat: Savannahs, Forests.
Notes:
Warg
1. A vampire vampire that that successf successfull ullyy clutches clutches/gr /grabs/ abs/gra grasps sps [empoigner] a victim can automatically Bite him or her. The vampire can then drink the blood of the bitten victim, draining the vampire’s DM (minimum of 1D3) in points of STR per round. The vampire receives 1 MP per 3 points STR consumed. If the victim falls to 0 STR, he or she dies. If not, the victim will recover lost STR at one point per day of rest.
Wargs are enormous wolves with black fur. They are highly intelligent and will sometimes ally with evil creatures such as orcs or goblins. A warg can carry a rider on its back. The SIZ of the rider must be less than [the sum of?] the SIZ and the STR of the warg.[La SIZ du cavalier doit toutefois être inférieure à la SIZ et la STR du ouargue].
2. A vampi vampire’ re’ss POW score score is that that of an an undea undead d being being and does not allow it to regenerate MP. 3. A vampi vampire re expen expends ds 1 MP MP per per day day to main maintain tain its body in a functional state. If it falls to 0 MP, the body loses animation and the vampire loses consciousness. It will only be able to reanimate due to an external intervention. Note that a vampire’s body can remain in this state for centuries. 4. A vampi vampire re recov recovers ers 1 HP per per hour hour when when it is is in its its coffin. A vampire able to ransform into a mist will take this form automatically when it reaches 0 HP. It will then move towards its coffin where it will be able to regenerate.
Translator’s note: Unclear whether it was intended that the SIZ of the rider should be less than either of the SIZ or STR of the creature (whichever is greater/whichever is less) or SIZ+STR. Characteristics: Attributes: Char. Roll Average MOV 10
This dinosaur is comparable in height to a human, but with a tail that is uses for balance which measures more than two meters (6ft) in length. Its rear feet are armed with large sickle-like claws.This is a fearsome and crafty hunter. Deinonychus often hunt in groups, allowing them to bring down prey of greater size. [ce qui leur permet de s'attaquer à des proies de taille importante]. Characteristics : Char. Roll
STR
3D6+9
Attributes:
Average
19-20
MOV HP
10 13-14
Bite
down [renverser] and overpower its prey right before making a Bite attack. On the Resistance Table, pit the STR of the wolf against the STR or the SIZ of the target, whichever characteristic is greater (quadrupeds resist as if they have +4 points in STR). On a success, the target must make a successful roll under DEX × 5 or fall to the ground. Habitat: Dark forests, goblin lairs
DEX
Wraith [Spectre] A wraith is the spirit of a being sustained beyond death by its frustration and hatred. It generally has the same advantages and restrictions as ghosts (c.f. above). Wraiths, however, are able to initiate in spirit combat with the living. Each round pit the POW of the wraith vs. that of its victim on the Resistance Table. If the challenge fails, the wraith loses 1D3 MP. In the event of success, the victim loses 1D3 points of CON, INT, or POW; according to the type of wraith. If one of these characteristics falls to zero, the result depends on the characteristic: Characteristi c
Result
C ON INT
De at h Incapacitated (B (Bedridden) [d [devient grabataire] POW Falls into a coma [sombre dans le coma] The effect lasts until the victim recovers the lost points [jusqu'à ce qu'elle puisse récupérer les points perdus] Translator’s Note: Or is resurrected presumably?
The characteristics shown are for the wraith of an ordinary person. Most wraiths will have a POW score higher than this. Characteristics: Char. Roll
Attributes:
Average
INT POW
MOV MP
10 10
2D6+6 13 3D6 10-11 Armor: Being incorporeal, wraiths are immune to physical damage, and cannot directly cause any. Weapons: Mental Attack (Spirit Combat) Note: As with all undead, a wraith cannot regenerate
Magic Points. If a wraith’s MPs ever fall to zero, it disperses and is unable to return for a week or more. It may even have been permanently exorcised. Habitat: Haunted places
Wyvern This creature resembles a dragon the size of a large horse. It has only two legs with a poisonous stinger on the end of its tail. It is omnivorous and will sometimes attack animals of the size of a human. Characteristics : Char. Roll
Note: The wyvern can Bite and attack with its stinger the
same round. The stinger injects poison with VIR equal to one half of the wyvern’s CON, rounded up. Habitat: Sparse hills and Forests [Collines et Forests clairsemées]
Zombie Zombies are corpses animated by a powerful enchantment. They cannot speak but only groan [grogner], their vocal cords being irretrievably atrophied [abimées]. They retain the memories and experiences of their previous life but their mental faculties are seriously eroded. In game terms, their INT, DEX, MOV and all skills are divided by two. Sometimes, zombies do not even realize that they are dead and they continue in their daily activities as if nothing has changed. The problem is that everything becomes too fast and complex for their limited capacities, which is sometimes funny, sometimes tragic [dramatique]. For example, a musician zombie will not realize what it plays is only a series of random notes. In the same way, a bodyguard zombie will assume the close protection of a cow or a traffic sign. Some sorcerers create zombies to serve as slaves, because they are much more docile than living ones. On the other hand, they are also less reliable. Characteristics: Char. Roll
Attributes:
Average
STR SIZ INT POW DEX
MOV HP MP DB
3D6 [x 1.5] 15-17 2D6+6 13 2D6+6 [÷2] 7 1 1 3D6 [÷2] 5-6 Armor: None; firearms and impaling weapons inflict only one point of damage. Weapons: Attack
Skill
Damage
Club
6/12 (fly) 25 10-11 +3D6
4 [=MOV÷2] 20 [=SIZ × 1.5] 1 +1D4
25% 1D6+DB Skills: The same as it possessed when alive, but divided by two. They cannot progress in their existing skills or learn any new ones. Magie: Zombies are unable to cast spells.
Note: A zombie has one point of POW, provided by the
enchantment which created it. Habitat: Whereever they were created.
4: Humanoids APP
Centaur Centaurs have the head, chest and arms of a human, but attached to the body of horse. They are a savage people close to nature. Characteristics : Char. Roll Average
Light Cr Crossbow 40% 1D6+2 Warhammer 60% 1D6+2+DB Great Axe 50% 2D6+2+DB Skills: Above all, dwarves are extraordinary smiths (Craft [Smithing]). It should also be said that stone and metals have no secrets from them (Mineral Lore). They very quickly comprehend the operation of the most complex mechanisms (Craft [Mechanisms] or Repair/Devise). On the other hand, seldom learn to swim (base of 05% on Swim). Note: Dwarves can use their visual and weapons skills
in total darkness without suffering any penalty. Skill
Elf
Damage
Composite Bow 60% 1D8+1 Long spear 60% 1D10+1+(DB animal) Broadsword 40% 1D8+1+(DB human) Target Shield 40% None Kick 25% 1D6+(DB animal) Trample 75% 2D6+(DB animal) Note: Owing to their particular physical construction, centaurs have two different DBs. The first one (“human”) is calculated from STR × 2, is used for mêleé weapons. The second, (“animal”) is normally calculated from STR+SIZ, is used solely for charging, kicking, and trampling.
Elves have fine features and pointed ears. They live serenely in the woods. The characteristics below correspond to the classical RPG elf, similar to D&D. For a more Tolkienesque Elf, increase STR and SIZ by 1 point, and INT and POW by 1D6. Characteristics : Char. Roll
Attributes:
Average
8 10-11 13 None
(Tracking [Suivre une Piste], Nature Lore). They are similarly reconed good musicians (Art [Song], Art [Lyre]). Nevertheless, their physiognomy renders certain activities difficult (such as Climb or Ride [Horse]).
Dwarves are short and robust. They build cities underground. Characteristics : Char. Roll
STR C ON SIZ INT POW DEX
2D6+6 2D6+9 1D6+6 2D6+6 3D6 3D6
Attributes:
Average
13 16 9-10 13 10-11 10-11
MOV HP MP DB
6 13 10-11 None
STR C ON SIZ INT POW DEX APP
MOV HP MP DB
Skill
Damage
Shortbow 60% 1D6+1 Broadsword 40% 1D8+1+DB Buckler [É [Écu] 40% None Skills: Elves are well known for their extensive knowledge and their magical abilities (Knowledge skills, Magic skills). Note: Elves can use their visual and weapons skills in
dim light without suffering any penalty.
Faerie : Fairy, Kobold, Imp, etc. There are very many types of faeries, but they all possess the same basic characteristics. Only APP varies: 2D6 for the horrible kobold to 3D6+6 for the charming fairy. Some fairies have wings similar to those of a dragonfly or a butterfly, with which they can fly. These small creatures take malicious pleasure in teasing humans. When an object vanishes or an animal falls ill, it is often their doing; similarly when adventurers become lost in the deep woods. Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ INT POW DEX APP
MOV HP MP DB
1D6 3-4 3D6 10-11 1 to 3 2 2D6+6 13 2D6+6 13 3D6+6 16-17 Varies Varies Armor: 1 point (armor of leaves or petals) Weapons: Attack
Skill
4/8 (fly) 6-7 13 -1D6
Damage
Note: All faerie can use their visual and weapons skills
in dim light without suffering any penalty.
Goblin Although small and weak, goblins are violent and vicious. They often team up with orcs and wargs to commit atrocities/evil deeds/crimes [méfaits]. Attributes:
Average
STR C ON SIZ INT POW DEX APP
MOV HP MP DB
Skill
Damage
total darkness without suffering any penalty.
Half-Elf A half-elf is the fruit of a union between human and an elf. The half-elf combines the characteristics of the two races. Attributes:
Shortbow 60% 1D6+1 Broadsword 40% 1D8+1+DB Buckler [Écu] 40% None Skills: According to the parent (elf or human) to which the half-elf is closest. Note: Half-elves can use their visual and weapons skills
Note: Goblins can use their visual and weapons skills in
Characteristics : Char. Roll
Small Bow 50% 1D3+1 Small Sword 40% 1D3+1+DB Skills: Faerie are often very stealthy, the better able to commit their pranks (Move Quietly, Hide). They live in the countryside or forest and know their hazards very well (Nature Lore).
Characteristics : Char. Roll
Sling [Fronde] 40% 1D6 Shortsword 40% 1D6+1+DB Target Shield 40% None Skills: Most goblins are too undisciplined to learn to do much of anything [pour apprendre à faire grand chose]. Some develop anyway skills useful to their tribe (Craft, First Aid, or Magic skills). Goblins ride Wargs (q.v.), large intelligent wolves (replace Ride [Horse] with Ride [Wolf]).
These repugnant creatures have the head and the chest of an ugly woman. But in place arms are two black wings, and their back and tail [bassin] are those of a huge black crow. They are dirty and live filth [crasse]. All harpies are female, so they kidnap men to be fertilized before killing them. [aussi enlèvent-elles des hommes pour être fécondées avant de les tuer]. Characteristics : Char. Roll
Claws 50% 1D6+DB Short spear 40% 1D8+1+DB Skills: Harpies locate their victims while in Flight (Scan). Some can prepare potions with some surprising effects, such as the one that coerces their captives to mate with them against their will (Potions and Herbs). Note: Harpies can use their visual and weapons skills in
dim light without suffering any penalty.
Hobbit, Halfling The hobbits are small and often well carrying/quite bearing [bien portants]. They do not wear shoes because they have tough [cornés] hairy feet. They live peacefully in remote valleys and sometimes build their houses beneath hills. Characteristics : Char. Roll
Human Humans are... well, human. If you’re not from Sirius, you should know about these. Characteristics : Char. Roll Average
3D6 3D6 2D6+6
Shortbow Broadsword Skills: Any
10-11 10-11 13
Attributes:
MOV HP MP DB
8 12 10-11 None
Skill
Damage
50% 50%
1D6+1 1D8+1+DB
Note: To represent pygmies, you can use the
characteristics for Hobbits.
Lizardman The bodies of these reptilian humanoids are covered with large scales, similar to those of a crocodile. Their tails provide balance when they run, and also facilitate movement in water. Their heads are often decorated with a crest. They generally live near the banks of rivers or in marshes Characteristics : Char. Roll
Attributes:
Average
STR C ON SIZ INT POW DEX APP
MOV HP MP DB
8/6 (swim) 13-14 10-11 +1D4
2D6+9 16 3D6 10-11 2D6+9 16 2D6+6 13 3D6 10-11 3D6 10-11 3D6 10-11 Armor: 4 points (Scales); lizardmen can wear leather armor, but metallic armor restricts [gene] their movement considerably (double any situational penalty) Weapons: Attack
Sling [Fronde] 60% 1D6 Shortsword 40% 1D6+1+DB Skills: Hobbits are small and are light of foot (Move Quietly, Hide). They are famous for their domestic arts (Craft [Cooking], Craft [Pipe Herbs [Herbe à pipe]]).
STR C ON SIZ
INT 2D6+6 13 POW 3D6 10-11 DEX 3D6 10-11 APP 3D6 10-11 Armor: 4 points (leather and metal armor)
Skill
Damage
Shortbow 40% 1D6+1 Scimitar 50% 1D6+2+DB Targe 50% None Tail Strike 50% 1D4+DB Skills: Lizardmen are generally hunters or fishermen (Tracking, Fishing). Thanks to their tails, they swim very well (Swim).
Merfolk, (Oceanid, Fish-Man, Siren) Merfolk have the head, chest, and arms of a human, attached to a fish tail. They live in the ocean. Their women (mermaids or sirens) will sometimes lead a human vessel onto rocky reefs with their singing. Characteristics : Char. Roll
Trident 50% 1D8+1+DB Knife 40% 1D3+1+DB Tail Strike 50% 1D4+DB Skills: Just as humans do not possess a Walk skill, merfolk do not possess a Swim skill. Their physiognomy renders certain activities impracticable (as Climb or Ride [Horse]).
Minotaur The minotaur resembles a human of very great stature, but with the head a bull or cow. Minotaurs are omnivores, but they particularly enjoy fresh meat. The rage of a minotaur is a terrifying spectacle. Characteristics: Char. Roll
To return to normal, a berserk minotaur must successfully roll under INT × 1, a roll that may be attempted at the beginning of every round. While the minotaur remains berserk, it is unable to do distinguish friend from foe and will automatically attack the nearest creature.
MOV HP MP DB
8 15 10-11 +1D6
Damage
Horns 30% 1D6+½DB Great Axe 60% 2D6+2+DB Skills: Minotaurs have a very accute sense of smell (Follow Scent). Their culture is primitive but they know often to unravel itself only/ can often only manage [souvent se débrouiller seuls] (Craft [Leather], [Bone] or [Stone]). Note: If a minotaur is injured or achieves a critical hit, it
can choose to go berserk. In this state, its attack skills are doubled and it can make two attacks per round. Moreover it automatically succeeds in any rolls against CON (such as against poison) and is immune to shock, fatigue, and unconsciousness. On the other hand, it or cannot parry, or dodge blows and it does not fight that to the contact [il ne se bat qu'au contact]. If it falls to zero HP or less it will die regardless.
Nagas have the head, chest and arms of a human, but the remainder of their body consists of a thick serpentine tail. Their eyes are similar to those of a reptile and they are oviparous. They live in caves or subterranean lairs that they lay out [des souterrains qu'ils aménagent]. Characteristics : Char. Roll
Shortbow 50% 1D6+1 Scimitar 50% 1D6+2+DB Bite 30% 1D3+poison Skills: Nagas have the very keen sense of smell (Scent/Taste). They are known for their refinement and their sumptuous jewels [raffinement et bijoux somptueux](Craft [Goldsmith]). Their physiognomy makes certain activities difficult (e.g. Climb or Ride [Horse]). Notes:
1. The bite bite of of a naga naga inject injectss a poison poison with with VIR equa equall to the CON of the creature. 2. Nagas Nagas can can use their their visua visuall and weap weapons ons skill skillss in the the dim light without suffering any penalty.
Orc Orcs are humanoids with low foreheads and bowed legs. They are often found in the service of villains [méchants] whose only ambition is to spread evil throughout the world. Certain orc lineages, generally those descended from humans, have a SIZ and an INT of 2D6+6. Characteristics : Char. Roll
Attributes:
Average
MOV
8
STR C ON SIZ INT POW DEX APP
2D6+6 13 HP 2D6+6 13 MP 2D6+3 10 DB 1D6+6 9-10 3D6 10-11 3D6 10-11 2D6 7 Armor: 4 points (leather and metal armor) Weapons: Attack Skill
12 10-11 None
Characteristics : Char. Roll
STR C ON SIZ
Damage
Shortbow 50% 1D6+1 Scimitar 50% 1D6+2+DB Skills: Orcs make excellent warriors and smiths (Martial Arts, Craft [Smithing]). They ride large intelligent wolves called wargs (replace Ride [Horse] with Ride [Wolf]). Note: Orcs can use their visual and weapons skills in
total darkness without suffering any penalty.
Satyr, Fawn The satyrs have the upper body of a man and the abdomen and legs of a goat. Their foreheads are decorated with two small Horns. Most of the time satyrs live in forests where they spend their days to seducing nymphs and dryads. Some prefer human women and thus leave to live in regions where they can be found. Characteristics : Char. Roll
service of their queens in underground cities. The queens have INT and a POW of 2D6+6, and their skills are often very high.
8 12 10-11 None
Damage
Broadsword 40% 1D8+1+DB Horns 30% 1D4+½DB Skills: Satyrs live in close contact with nature (Nature Lore). They adore music and often learn to play the flute or the lute (Art [Flute] or Art [Lute]). They are famous for accumulating female conquests, to the great displeasure of certain husbands (Seduction).
Scorpion-Man Scorpion-men have the head, chest, and arms of a human, attached to a body of giant scorpion, without the pincher but including the stinger. They live in the
Attributes:
Average
3D6+6 2D6+6 2D6+12
16-17 13 19
1D6+3 3D6 3D6 3D6 Armor: 1 point
6-7 10-11 10-11 10-11
INT POW DEX APP
Weapons: Attack
Skill
MOV HP MP DB
8 16 10-11 +1D6 (human) +1D6 (animal)
Damage
Short lance 50% 1D8+1+(DB animal) Club 40% 1D6+(DB human) Sting 30% 1D3+(½DB animal)+poison Skills: Scorpion-men are warriors and hunters (Martial Arts, Tracking). Their physiognomy renders certain activities difficult (as Climb or Ride [Horse]). Notes:
1. A scorp scorpion ion-ma -mann can atta attack ck using using its its sting sting afte afterr making an ordinary attack. The VIR of the poison injected is equal to its CON. 2. Becaus Becausee of its part particu icular lar phys physica icall constru constructi ction, on, a scorpion-man has two different DBs. The first, noted as “human” and calculated based on STR × 2, is used for mêleé weapons. The second, noted as “animal” and calculated normally, from STR+SIZ, is used only for charging.
Applied Science Data-Processing History and Geography Library Use Medicine Paranormal Pure Science Sabotage
Medieval Era
Ancient Civilizations Animal Training Culture Lore Demolitions/Sapping Heraldry Legends Martial Arts Nature Lore Potions and Herbs Read and Write Religious Lore Manipulation:
General
Skill Categories in BaSIC Agility:
Communication:
General
General
Modern Era Knowledge:
General
Modern
Scuba Diving Social Sciences Streetwise Alchemy
Athletics Acrobatics Dodge Horsemanship Move Quietly Art Disguise Languages Leadership Persuasion Intelligence Administration and Customs Commerce General Culture Intuition Navigation Survival Accounting
Modern Era
Medieval Era Perception:
General
Craft First Aid Tinkering Drive Locksmith Pilot Wagon Handling Alertness Orientation Search
Table of Comparative SIZ and Mass (simplified) This table better illustrates the relationship between SIZ and Mass/Weight. It should not be taken as gospel, in particular in the case of a gaseous creature or one able to modify its mass. SIZ
Hit Location Tables These tables will permit the happy owners of RuneQuest or Cthulhu Now to use the hit location rules therein. Humanoid Ex: human, elf, dwarf Location
Mêlé Missil e e
Right Leg 01-04 01-03 Left Leg 05-08 04-06 Abdomen 09-11 07-10 Ch e s t 12 11-15 Right Arm 13-15 16-17 Left Arm 16-18 18-19 Head 19-20 20 Humanoid, Serpentine
Multiplie r
0.33 0.33 0.33 0.40 0.25 0.25 0.33
Ex: gorgon, naga, merfolk Location
Mêlé Missil e e
Multiplie r
Tail 01-06 01-06 Abdomen 07-10 07-10 Ch e s t 11-12 11-15 Right Arm 13-15 16-17 Left Arm 16-18 18-19 Head 19-20 20 Humanoid, Tailed
0.33 0.33 0.40 0.25 0.25 0.33
Ex: lizardman Location
Tail Right Leg Left Leg Abdomen Ch e s t Right Arm
Mêlé Missil e e
01-02 03-05 06-08 09-11 12 13-15
01 02-04 05-07 08-11 12-15 16-17
Multiplie r
0.25 0.33 0.33 0.33 0.40 0.25
Left Arm 16-18 18-19 Head 19-20 20 Humanoid, Winged
0.25 0.33
Ex: gargoyle Location
Mêlé Missil e e
Right Leg 01-03 Left Leg 04-06 Abdomen 07-09 Ch e s t 10 Right Wing 11-12 Left Wing 13-14 Right Arm 15-16 Left Arm 17-18 Head 19-20 Quadruped
Multiplie r
01-02 03-04 05-08 09-13 14-15 16-17 18 19 20
0.33 0.33 0.33 0.40 0.25 0.25 0.25 0.25 0.33
Ex: horse, wolf, bear Location
Mêlé Missil e e
Right Rear Leg 01-02 Left Rear Leg 03-04 Hindquarters 05-07 [Arrière train] Chest [P [Poitrail] 08-10 Right Front Leg 11-13 Left Front Leg 14-16 Head 17-20 Quadruped, Winged
Multiplie r
01-02 03-04 05-09
0.25 0.25 0.40
10-14 15-16 17-18 19-20
0.40 0.25 0.25 0.33
Location
Mêlé Missil e e
Multiplie r
Right Rear Leg Left Rear Leg Hindquarters [Arrière train] Chest [P [Poitrail] Right Wing Left Wing Right Front Leg Left Front Leg Head Brontosaurus
01-02 03-04 05-07
01 02 03-07
0.25 0.25 0.40
08-10 11 12 13-14 15-16 17-20
08-12 13-14 15-16 17 18 19-20
0.40 0.25 0.25 0.25 0.25 0.33
Ex: griffon, pegasus
Ex: brontosaurus, stegosaurus Location
Tail Right Rear Leg Left Rear Leg Hindquarters [Arrière train]
Mêlée and Missile
Multiplie r
01-02 03-04 05-06 07-10
0.33 0.33 0.33 0.40
Chest [Poitrail] Right Front Leg Left Front Leg Head Centaur
11-14 15-16 17-18 19-20
0.40 0.33 0.33 0.33
Location
Mêlé Missil e e
Multiplie r
Right Rear Leg Left Rear Leg Hindquarters [Arrière train] Chest [P [Poitrail] Right Front Leg Left Front Leg Ch e s t Right Arm Left Arm Head Crab
Right Leg #1 Left Leg #1 Right Leg #2 Left Leg #2 Rear of Body Right Leg #3 Left Leg #3 Right Leg #4 Left Leg #4 Right Pincher Left Pincher Front of Body Ostrich Ex: autruche, velociraptor
Mêlé Missil e e
Right Leg 01-04 Left Leg 05-08 Abdomen 09-10 Ch e s t 11-13 Right Wing 14-15 Left Wing 16-17 Head 18-20 Small Creature
01-03 04-06 07-10 11-15 16 17 18-20
Multiplie r
0.33 0.33 0.33 0.40 0.25 0.25 0.33
Ex: cat, bird of prey, faerie being Locatio n
Mêlée and Missile
Multiplie r
01-20
1.00
Ex: giant spider Location
Ex: centaur
Location
Body Spider
Mêlé Missil e e
Multiplie r
Right Leg #1 Left Leg #1 Right Leg #2 Left Leg #2 Abdomen Right Leg #3 Left Leg #3 Right Leg #4 Left Leg #4 Cephalothorax Tree
01 02 03 04 05-08 09-10 11-12 13-14 15-16 17-20
01 02 03 04 05-11 12 13 14 15 16-20
0.17 0.17 0.17 0.17 0.40 0.17 0.17 0.17 0.17 0.40
07-08
04-08
0.40
09-10 11-12 13-14 15-16 17-18 19-20
09-14 15 16 17 18 19-20
0.40 0.25 0.25 0.33 0.33 0.33
Mêlée and Missile
Multiplie r
01-02 03-04 05-08
0.33 0.33 0.40
09-12 13-14 15-16 17 18-20
0.40 0.33 0.33 0.25 0.33
Ex: elephant Location
Ex: carnivorous tree, tree-man Location
Hindquarters [Arrière train] Chest [P [Poitrail] Right Wing Left Wing Right Front Leg Left Front Leg Head Elephant
Mêlé Missil e e
Multiplie r
Roots * 01-04 01-02 Trunk 05-14 03-16 Branches * 15-20 17-20 * too many to count
0.16 1.00 0.16
Right Rear Leg Left Rear Leg Hindquarters [Arrière train] Chest [Poitrail] Right Front Leg Left Front Leg Trunk Head Harpy
Not an original RuneQuest Hit Location Table
Frog, Toad Ex: cliff toad Location
Mêlé Missil e e
Right Rear Leg Left Rear Leg Abdomen Ch e s t Right Front Leg Left Front Leg Head Crocodilian
01-04 05-08 09-10 11-12 13-14 15-16 17-20
Multiplie r
01-03 04-06 07-10 11-14 15 16 17-20
0.33 0.33 0.40 0.40 0.25 0.25 0.33
Mêlée and Missile
Multiplie r
01-03 04 05 06-09
0.33 0.25 0.25 0.40
10-14 15 16 17-20
0.40 0.25 0.25 0.33
Ex: crocodile Location
Tail Right Rear Leg Left Rear Leg Hindquarters [Arrière train] Chest [Poitrail] Right Front Leg Left Front Leg Head Dragon Ex: basilisk, dragon Location
Mêlé Missil e e
Tail Right Rear Leg Left Rear Leg
01-02 03-04 05-06
01 02 03
Multiplie r
0.25 0.33 0.33
Ex: harpy Location
Mêlé Missil e e
Right Claw Left Claw Abdomen Ch e s t Right Wing Left Wing Head Elemental
01-02 03-04 05-07 07-09 10-13 14-17 18-20
Multiplie r
01 02 03-06 07-11 12-15 16-19 20
0.25 0.25 0.33 0.40 0.33 0.33 0.33
Ex: blob, elementals Locatio n
Mêlée and Missile
Multiplie r
01-20
1.00
Body
Not an original RuneQuest Hit Location Table
Scorpion-man Ex: scorpion-man Location
Mêlé Missil e e
Right Leg #1 Left Leg #1 Right Leg #2 Left Leg #2 Right Leg #3 Left Leg #3 Tail Torse
01 02 03 04 05-06 07-08 09-10 11-12
01 02 03 04 05 06 07 08-10
Multiplie r
0.17 0.17 0.17 0.17 0.17 0.17 0.33 0.33
Ch e s t Right Arm Left Arm Head Insect
13-14 15-16 17-18 19-20
11-15 16-17 18-19 20
0.40 0.25 0.25 0.33
Left Front Leg Thorax Right Claw Left Claw Head Manticore
Ex: giant beetle Location
Mêlée and Missile
Multiplie r
01 02 03 04 05-09 10-13 14 15 16-20
0.17 0.17 0.17 0.17 0.40 0.40 0.17 0.17 0.40
Right Rear Leg #1 Left Rear Leg #1 Right Rear Leg #2 Left Rear Leg #2 Abdomen Thorax Right Front Leg Left Front Leg Head Hydra Ex: hyda Locatio n
Mêlé e
Missil e
Translator’s note: doesn’t say what fraction of the total HP to divide among the heads.
Lizard Ex: Monitor Lizard Mêlé Missil e e
Tail 01-02 Right Leg 03-04 Left Leg 05-06 Abdomen 07-09 Ch e s t 10-13 Right Arm 14-15 Left Arm 16-17 Head 18-20 Praying Mantis
0.25 0.33 0.33 0.33 0.40 0.33 0.33 0.33
Ex: giant praying mantis Location
Mêlé Missil e e
Right Rear Leg 01 Left Rear Leg 02 Abdomen 03-05 Right Wing 06 Left Wing 07 Right Front Leg 08
01 02 03-08 09 10 11
0.17 0.40 0.33 0.33 0.33
Location
Mêlé Missil e e
Multiplie r
Right Rear Leg Left Rear Leg Tail Hindquarters [Arrière train] Chest [P [Poitrail] Right Front Leg Left Front Leg Head Bird
01-02 03-04 05-06 07-09
01-02 03-04 05 06-09
0.33 0.33 0.33 0.40
10-12 13-14 15-16 17-20
10-14 15-16 17-18 19-20
0.40 0.33 0.33 0.33
Ex: manticore
Right Talon [Serre] Left Talon [Serre] Body Chest [Poitrail] Right Wing Left Wing Head Octopus
Multiplie r
0.17 0.17 0.40 0.25 0.25 0.17
Tentacle #1 Tentacle #2 Tentacle #3 Tentacle #4 Tentacle #5 Tentacle #6 Tentacle #7 Tentacle #8 Head Body Plesiosaur
Tail Right Rear Flipper Left Rear Flipper Hindquarters
Multiplie r
01-02
01
0.25
03-04 05-07 08-09 10-13 14-17 18-20
02 03-06 07-11 12-15 16-19 20
0.25 0.33 0.40 0.33 0.33 0.33
Ex: kraken, giant octopus Location Mêlé Missil e e
Multiplie r
01 02-03 04-05 06-09 10-14 15-16 17-18 19-20
12 13-17 18 19 20
Ex: giant eagle, raptor Location Mêlé Missil e e
Multiplie r
Tail 01 01 0.33 Corps 02-03 03-05 0.60 Heads 04-20 06-20 special * * divide as equally as possible
Location
09 10-12 13-15 16-18 19-20
Multiplie r
01 02 03 04 05 06 07 08 09-13 14-20
0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.40 0.40
Mêlé Missil e e
01 02-03 04-05 06-08
01 02 03 04-09
Multiplie r
0.25 0.33 0.33 0.40
[Arrière train] Body Right Front Flipper Left Front Flipper Head / Cou Pteranodon Ex: pteranodon Location
Right Talon [Serre] Left Talon [Serre] Body Chest [Poitrail] Right Wing Left Wing Head Fish Ex: dolphin, shark Location
09-11 12-13 14-15 16-20
10-15 16 17 18-20
0.40 0.33 0.33 0.33
Mêlé Missil e e
Multiplie r
01-02
01
0.25
03-04 05-06 07-08 09-12 13-16 17-20
02 03-06 07-11 12-14 15-16 17-20
0.25 0.40 0.40 0.33 0.33 0.33
Mêlée and Missile
Multiplie r
01-03 04-08
0.33 0.40
09-13 14 15 16-20
0.40 0.25 0.25 0.33
Tail Hindquarters [Arrière train] Chest [Poitrail] Right Fin Left Fin Head Serpent Ex: python, sea serpent Locatio Mêlée and n Missile
Tail Body Head Scorpion Ex: Giant scorpion Location
Right Leg #1 Left Leg #1 Right Le #2 Left Leg #2 Tail Abdomen Right Leg #3 Left Leg #3 Right Leg #4 Left Leg #4 Right Pincher Left Pincher Céphalothorax
Ape [Singe] Ex: chimpanze, gorilla Location Mêlé Missil e e
Right Leg Left Leg Abdomen Ch e s t Right Arm Left Arm Head Wyvern
01-03 04-06 07-09 10 11-14 15-18 19-20
Ex: wyvern Location
Multiplie r
01-02 03-04 05-08 09-13 14-16 17-19 20
0.25 0.25 0.33 0.40 0.33 0.33 0.33
Mêlé Missil e e
Right Leg Left Leg Abdomen Ch e s t Tail Right Arm/Wing
Multiplie r
01-03 04-06 07-08 09-11 12 13-14
01-02 03-04 05-07 08-13 14 15-16
0.33 0.33 0.33 0.40 0.33 0.25
15-16
17-18
0.25
17-20
19-20
0.33
[Bras droit]
Left Arm/Wing [Bras gauche]
Head
Translator’s note: Wyverns are generally depicted with wings, and the creature description above includes a MOV(fly) rating; so I think what was meant here was “ Aile” [wing] rather than “Bras” [arm] droite and gauche.
Tail Right Rear Flipper Left Rear Flipper Hindquarters [Arrière train] Body Right Front Flipper Left Front Flipper Head
Multiplie r
01 02-03 04-05 06-09
01 02 03 04-10
0.25 0.33 0.33 0.40
10-13 14-15 16-17 18-20
11-17 18 19 20
0.40 0.33 0.33 0.33
Not an original RuneQuest Hit Location Table Translator’s note: With all the flippers mentioned, this sounds more like a sea tortoise than a land tortoise as described, which has legs rather than flippers.
Triceratops Ex: monoclonius, triceratops Location Mêlé Missil e e
Tail Right Rear Leg
01-02 03-04
01-02 03-04
Multiplie r
0.33 0.33
Left Rear Leg Hindquarters [Arrière train] Chest [P [Poitrail] Right Front Leg Left Front Leg Head
05-06 07-09
05-06 07-10
0.33 0.40
10-12 13-14 15-16 17-20
11-14 15-16 17-18 19-20
0.40 0.33 0.33 0.33
Not an original RuneQuest Hit Location Table
Tyrannosaurus Ex: allosaure, deinonychus, tyrannosaurus Location Mêlée and Multiplie Missile r
Tail Right Leg Left Leg Abdomen Ch e s t Right Claw Left Claw Head
01-02 03-05 06-08 09-11 12-15 16 17 18-20
0.33 0.33 0.33 0.40 0.40 0.25 0.25 0.33
Index Allosaurus.............................................................................18